Thursday, May 24, 2012

Terran: Harassing

Terran was not really known for harassment tactics during the Brood War, however when Blizzard released Starcraft 2 they did a great job adding more harassment units for Terran. Now terran has multiple options for harassing their opponents.


Fast Cloak Banshee
-Banshee can take out a Queen in a Banshee vs. Queen situation
-This takes advantage of lack of early detection for Zerg, if timed correctly, zerg players won't have spore crawlers (because they usually don't get evolution chamber until 30-40 supply) and won't have lair technology before you have banshee in their base killing units/queens.
-Banshee must go start harassing before cloak upgrade is done, and as soon as cloak upgrade finishes, you must turn cloak on you banshee for prolonged harass.

10- Supply Depot
12- Refinery
13- Barracks
16- Factory (build Tech Lab)
16- Marine
16- Supply Depot
17- Upgrade Commander Center into Orbital Command
20- Starport (Switch with Factory Tech Lab to start production of Banshee) (Start Cloak Upgrade as soon as you have 200 gas)



Medivac Drops
-You can load up the medivac any units, marines, marauders, hellions, and even a thor.
-This can be used anytime during the game, but it would the "best" if used with 111 build (Destiny Cloud First Build)
-Blue flame upgrade will make Hellions much more potent against workers.
-When dropping a thor, you should have second Medivac with scvs to repair thor, this will greatly prolong the harass and it will frustrate your opponent.
-Against zerg players, you can drop 4 marauders with stim to "snipe" hatchery quickly and usually can escape with no loss.
-Dropping marines with stim would deal fair amount of damage against the mineral line and would often delay the mining time.
-Combat shield upgrade will prolong the harass and stim-pack upgrade will increase the damage output.
-Medivac can immediately leave after dropping the units (if you are going to just sacrifice your units) or you can make medivac heal your units, this would prolong the harass.





















Monday, May 21, 2012

Protoss: Dark Templar Rush/Archon+Chargelot



-Dark Templar is a unit that is hated by most of the starcraft 2 community (including IdrA of course) that can cause game-ending blow if used properly.
-There are three ways DTs can be used for, for opening harass, warp prism harass, and for creating archons.
-Players can usually open up with DT rush and if that fails follow up with chargelot+archon to the mid game.
-When the attack ends, build 2 extra DTs for protection, and expand as soon as you have 400 mineral.
-When you are attacking, you should "split" your DTs, usually half attacking the mineral line, and other half attacking production buildings.

Opening DT harass
9-Pylon
12-Gateway
14-Assimilator
16-Pylon
16- Cybernetics Core (Start Warp-Gate Research ASAP, Chrone Boost Warpgate Research)
20- Stalker (To deny 2nd scouting, protection from early pressure)
22-Pylon
22-Gateway
24-Dark Shrine
24- Gateway

Warp Prism Harass
-This can be used any time during the game, drops in the mineral line can be devastating, if supplemented by chargelots.








*Some/All content from Liquipedia


Thursday, May 17, 2012

Protoss Overview/Openings


Protoss Overview:
-Protoss is a micromanagement heavy race that has units that are generally stronger but more expensive race.
-Protoss can usually use "power-push" strategy, where protoss army would push out with an army that is unstoppable by the opposing team.
-Protoss workers don't need to "work" on the building, they only have to drop down the building and it starts building by itself, which gives a slight advantage in the early game.
-Almost all protoss strategy calls for large amount of "sacrifice"unit, usually zealot. Thus protoss should invest in the warp gate technology from Cybernetics Core ASAP.
-Upgrades like Charge and Blink is almost necessity because Charge allows zealot to chase down/engage units fast, which protects the main army or chase down enemy units that are running away. Blink allows either stalkers to survive longer with moderate amount micromanagement by blinking weak stalkers to the back of the army, or aggressive blinking, which involves blinking to the middle of the enemy army, which causes confusion, and if there are splash units, it would do splash damage against the enemy army too (i.e blinking on the sieged tanks)
-You should produce stalker first instead of zealot especially against the terran because of possible threat of reaper harass.
-Against terran, you should NEVER go pure gateway units because MMM(Marine, Marauder, Medievac) build in the early/mid game will steamroll any gateway units. MMM build can countered by gateway units supplemented by immortals.

Opening Build
-There are three "official" opening for protoss (except cheesing), 12 Gateway, 4 Warpgate early pressure and three gate robo.
-12 Gateway is considered most "standard" and enables player to branch out to different techs like robotics, stargate or templar with an relative ease. Also, this enables players to secure expansion pretty early in the game.
-4 Warpgate early pressure was initially designed as a cheese where player would warp in initial cycle of units and chrono boost out the second cycle, however after the nerfing of warpgate technology made this into a aggressive opening. With little bit of micro-management, you can deny your opponent's expansion, while securing your own expansion.
-Three gate robo is a build that enables players to secure a quick expansion while getting an observer for scouting.


12 Gateway
9-Pylon
10-Chrono boost on the Nexus (which should be producing probes)
12-Gateway
14-Assimilator
16- Pylon

4 Warpgate early pressure
-You should produce both zealot and proxy pylon if you are "going in for the kill" but if you are trying to play "normal" game you can just tech-up or expand after this opening.

9-Pylon
12-Gateway
14-Assimilator
16-Pylon
17-Cybernetics Core
17-Optional Zealot
21-Stalker
23-Warpgate research
24-Three gateway
24-Stalker
26-Optional Proxy Pylon

3 Gate Robotics

9-Pylon
13-Gateway
15-Assimilator
18-Cybernetics Core (When Cybernetics Core finishes, immediately start the Warpgate research)
19-Optional Zealot
22-Pylon
23-Stalker
25-Second Assimilator
27-Sentry
30-Pylon
30-Gateway
31-Robotics (When Robotics finishes, produce an observer and put it in your opponent's base)











*Some/All content from Liquipedia


Wednesday, May 16, 2012

Starcraft 2 multiplayer 101 Part 1



This is for first-timer Starcraft player and explain basic things that will make you a decent silver/gold player instead of a "special" leaguers

Basics for having a good economy
-Unless you are in a late game, you should be constantly producing workers (drone, probe, SCV)
-You should try to have more bases than you opponent, and should not allow your opponent to get more expansions than you.
-You should protect your mineral line from harass from air units (phoenix, mutalisk, medievac drops, and more)  by having some anti-air units (stalkers, marines, hydralisk) near the minerals line.
-When you "forget" to protect your mineral line and harass is happening, pull your workers away from the mineral line and bring it near your army. While this will delay the mining, you will be able to save most of your workers. Remember, delay of mining is better than losing your workers.
-3 workers are the ideal number for each mineral patch/gas. In a average base with 8 mineral patch with 2 gas geyser should have 30 workers, you should constantly check the number of workers.
-If you are a Zerg player you should always have extra hatchery next to your main or natural

Basics for engaging enemy units
-There should be three parts of your army, tanking, damage and splash; tanking units are usually cheap units that can produced in mass and it's purpose is to absorb damage (i.e zerglings, zealots, marauder ), damage/splash units are units that are designed to dish out damage. Sometimes you would have separate units for damage and splash (i.e stalkers and high templar, or hydras and infesters), however if your micro is not good enough, you should get damage/splash units (i.e colossi, or siege tanks)
-You should always try to "time" your attack, against zerg player you should attack them right after their "drone" cycle because zerg use same "source" for army and workers. Against terran and protoss, you should attack them as soon as your upgrade finishes, if you are ahead of them even by slight lead in terms of upgrade, you would be able to over-power your opponents' army.
-You should always try to get your enemy out of position, for an example, you can attract marines away from sieged tanks and attack siege tanks with air units.
-Always try to get better position against your enemy, for an example if your opponent tries to surrond you with zerglings, go move your units against the wall or move into choke so your units have less "surface" to attack your units, this principle applies to any situation where it is melee units vs. range units and if you are attacking with mass melee units, you should try to surround your units to dish out most damage.
-When you are in a range vs. range situation, you should try to get a better concave against your enemy, this means that more units are attacking instead of lingering around back of the front line trying to find a empty spot in the front line




Monday, May 14, 2012

Zerg Overview/Opening




Zerg Overview:
-Very Macro-heavy race
-Used by players such as EGIdrA, LiquidTLO and more.
-Relies on Queen to produce more larvae
-Vulnerable to timing attacks due to drone/attack unit cycle on the Hatcheries.
-Uses Overlord/Overseers for scout
-Various harass units with relatively low cost

Zerg Openers:
There are three types of opens for Zerg; Early Pool, Pool+Hatch and Hatch first.

Early Pool:
-Early Pool considered "cheese" by the most SC2 players but it's still a reliable build considering the fact Zerg can usually follow it up with expansion with 3-4 spine crawlers.
-Goal of this build is to usually deal enough economic damage to make your economy "superior" for a minute or two. So it is very important to run them into the mineral line, deny expansion, or at least get the scouting down to make sure that zerglings are cost effective.
-At the end of this build, you should definitely build a Queen so she can start vomiting/pumping larvae on the Hatchery.
-I am not going to do 9 or 10 pool because even though it works sometimes, most players have learn how to counter/prepare themselves for 9 and 10 pool (wall-ins), so I am not gonna cover those two openings here

6 Pool
6-Spawning Pool
5-Drone
6-Drone
7-3 pairs of Zerglings
10-Overlord

7 Pool
7-Spawning Pool
6-Drone
7-Drone
8-Overlord
When Spawning Pool finishes, build 3 pairs of Zerglings

8 Pool
8-Spawning Pool
7-Drone
8-Drone
9-Overlord
When Spawning Pool finishes, build 3 pairs of Zerglings

Pool+Hatch
-This build by far is considered the safest and standard by most Zerg players.
-This build allows you to get a queen for defense/larvae vomiting and 2 sets of zerglings for scouting and little bit of harass (If you can micro).
-Also, you may get your Spawning Pool somewhere between 9-15 supply, but I decided to say 11 on this one because it's the best timing (in my opinion)
-After this opening, get a queen when you 150 minerals.
-Metabolism Boost upgrade (at Spawning Pool) when you get 100 gas.
-After you scout out your opponents base, you should place your zerglings on the Xel'naga watchtower to scout for aggression/expansions.

9-Overlord
11-Spawning Pool
16-Overlord
16-Extractor
18- 2 sets of Zerglings


Hatchery first
-This build is a economic focused build that is risky, but it's definitely worth it if you can hold off early pressure.
-You should try to scout with your drone to see if your opponent is going to put some early pressure. If you don't see the threat, you should go ahead with this build.
-You should utilize spine crawlers upon the completion of the spawning pool, I personally like throw down 2-3 crawlers per base to hold off initial pressure.
-Also, at the end of this opening, you should get a metabolic boost when you have 100 gas and queen when you have 150 mineral.

9-Overlord
15-Hatchery
16-Spawning Pool
15-Extractor
17-Overlords






*Some/All content from Liquipedia






My first post/ambition for this blog

Hello, everyone (or no one since this is going to be my first post ever)
My name is woponinja and I'm a S.A.G (Student-Athlete-Gamer) and I hope that I could do bunch of "how to do", commentaries and play throughs on my youtube, blog, and twitchtv account and spread the E-sport love.
As the Huskystarcraft once said "If you lean in the right direction, the good results would come out"!
I'm gonna start out small with Starcraft 2 campaign playthrough, commentary and eventually I am going to branch out!