Overlord Play Tips For Zerg Multiplayer in Starcraft 2

May 17th, 2012

Overlord is absolutely essential for success.

Why is this important? This is due to sacrifice one or two of them as soon as your business requires stable. This usually means that about 30 foods. His second farm will be up and running, and you’re teching and / or queen another. You have no choice but to do it! Defense of a 4-port impulse is very different from a vacuum quickly, how a baseball game against the bio-Hellion, etc., and of these 30 meals, which basically have 4-6 zerglings his entire army.

His first two gentlemen have the same goal against Terran and Protoss: positioned on either side of the enemy base, beyond the reach of any Marine Corps or stalker. Although it is very easy to do on a map with 2 players on a map with 4 players, is more difficult. Start by sending to explore their separate ways, while a drone. Once your drone is the enemy, drive a new route to your masters in the correct position.

Use it to miss the rest of the lords of the extensions or large areas around the map. They tend to put in flat space, not to die in moving Marines. All you need to see the minerals.

Zerg against the other, there is something different: They want to make an Overlord from its base to see troop movements. If a queen is trying to get out of the flow, it is basically “LOL Turtle Race,” where if your turtle to cross the street safely. In addition, insert out of its base of local calamities morphing.

Now you can react to what he saw. Not only that, to the types of buildings and construction information, but killed the units that will provide valuable information sir. Here are some telltale signs of Terran and Protoss and what they mean. Responding discussed below. Make sure you know the construction activities and research for each structure.

One or two bases for Zerg Multiplayer in Starcraft 2

May 16th, 2012

Two bases are best because they do not produce enough with the larvae of a single breeding site. Even if you cannot saturate the bases with two drones, you’ll see an immediate lift in business, giving their workers between the primary and natural. This is because there is less competition for mining time between the individual workers, which allows for greater efficiency.

Terran and Protoss have viable options for high-tech options as they can cause damage both to a very small investment. For example, only hides a lost soul, a full line of minerals to destroy. Similarly, there is a siege tank Dark Templar, on a cliff and fall Warpgate immortal technology. Prevent each of them has a very specific and time-consuming. Harassment single base mutation is unlikely, because his Marines and stalkers, was arrested at his opponent’s units built since the beginning of the game. Infestor is buried by turning a simple gun / starter, and right Ultralisks broodlords technology or stops completely out of question.

There is a caveat here: Terran against some maps car to lose a foot, if developed early.

Zerg Multiplayer Tips for Starcraft 2 in the Early Game

May 15th, 2012

9 Overlord Overlord is more than 10 towers or extraction in terms of economic development. This is a thread once to build a ton of permutations. TLDR version: 9 Overlord> all.

13 of the pool is about 5 seconds faster than a tank of 14 years, which makes a big difference to the doors of proxy or six pools. It also means that the rate of 5 seconds faster canker Zergling or a nest, which is very important in the mirror. The success of the economy is negligible, especially since you can recover quickly, while production of drones.

Zergling 4-6 early in the game is still too early to help with the “cheese”, and sometimes take place in a walkover when his opponent makes his base and gets his first fan around. It is possible!

Start with 6 zerglings born every game until you feel more comfortable with the Zerg as a whole, and then try to cut 4 and 2 respectively if your pop Zergling hunt or kill any worker to exploration of his opponent at the base. Then, ward off the natural expansion and what employees may also have to go. This is 13 pools that do not have built an early breeding: the ability to initiate, develop their workers without harassment.

Then send your zerglings to the enemy base. This process from birth to liquidate the attacker must be done very quickly. The best opponents are, the more chance you will find a kind of wall when you reach your Zerglings the enemy base. This tends to make your attack Zergling ineffective, but ideal for exploring. You can park in front of the enemy base and near the Xel’Naga watchtowers. React quickly to save them if they are attacked because they are your only defense for a while!

Use Zerglings to look down the ramp, look at all the buildings constructed by the enemies in sight. You can tell important information that does not sacrifice his Overlord.

Construction is not the most optimal in all situations. But this is the generation that will be competitive in every game. Works with any type of “cheese”, and quickly switch macro, when you see the possibility.

Starcraft 2 vs. Shogun 2: Total War

May 14th, 2012

Starcraft 2 and Shogun 2: Total War are very different games that cater to very different skill sets. Total war games have very dissimilar types of strategy Starcraft 2.

Both require a lot of skill to master. StarCraft 2 would require more “skill”. The game moves faster, you have to be aware of far more things at once, and you need quick reflexes.

With Shogun 2: Total War you don’t have to pay attention to quite as much or move quite as fast. You have much more time to think as you are doing stuff, and lightning quick reflexes are not really required. That being said, to be the best Total War player you certainly need a lot of skill as the game is very complex.

For just your average “good” player both games will probably require the same amount of skill.

Skill is in its highest demand when you have an instance in which your opponent is also demanding the most skill possible. So in this way, the amount of “skill” required in both games is extremely dependent on who you are playing against, and not the game itself.

it has many, many times the ability to play Starcraft 2 at the highest level of total war to play at the highest level, but lower levels of the subtleties in Starcraft 2 can obtain macroing invaded by a much better player, while the Total War games with players of average ability are more strategic and always have an absurd amount of time to mess around with the positioning unit.

Tips for low level Terran Players

May 11th, 2012

When your macro is bad, your micro is non-existent, and you just finally got to where you remember to build supply depots and SCVs, you don’t need pro tips you need to learn how to make it through gold into platinum.

Turn the music down! You need to hear “upgrade complete” and “structure complete”.

It is ok to spend energy on a scan. Most high level players are very good at scouting. In tournaments, you will rarely see an early game scan. At our level, we are not good enough at macro for every single mule to matter. Also, it is common for people to turtle to high hell and you can never get an SCV in like you watch Demuslim do. It is way better to drop a scan than be caught by some stupid 1-base all-in.

If a protoss is blinking into your base every time you move out, he has an observer in there! This is why a turret or two that covers the perimeter of your base is a good idea at our level. Turrets will see and kill probes, denying protoss the vision that they need. Also, Zergs seem to love dropping Nydus because at our level people rarely have good vision in their base.

If mutalisk harass does constantly turning into mutalisks own your face, build thors. We have all seen the pros with 10 marines and 2 turrets shut down mutalisks. Here is what separates them from us: At high levels they build mutalisks for harassment because over-building would lose them the game. The terran would build thors!

Have a “go to” unit for every match-up. If you do not know what to build at any given point and your minerals are over 300 you have three choices: base, production, units. If he has less army then expand. If you just expanded then build production. If he has a massive army build the “appropriate” units, if you do not know what those are, have a “go-to” unit

It is OK to leave units behind in your base! Not half your armies, but far too often at our level you move your entire army out only to have blink stalkers or mutalisks own your entire mineral line. It is far better to leave 10 marines at home mid-game than to lose everything.

ZvZ Tips for a Zerg Beginner

May 10th, 2012

To protect against drops in mid+ game patrol 1-3 banes and some lings at vulnerable areas. Always have at least a few banes morphed at all times. you will lose games not having banes ready. If there’s lots of back and forth, make sure to remake banes as they die.

You need to scout with speed overlords over and over and over. You can get speed on overlords ASAP against protoss, because they have units where just 2-3 will totally kill infinite of whatever you have so you really need to be on top of what’s going on.

Don’t let banelings die to a single zergling, queue up move commands back and forth so they aren’t going to blow up.

How to Play Zvz in Starcraft II

May 10th, 2012

ZvZ is an extremely complex match-up. The ‘right’ way to play ZvZ is actually go with pure muta/ling/bane but there’s nothing wrong with going back to roach/infestor after mutas.

Just start with 1 base roach expands and with 14/14. Both are terrible, terrible builds in ZvZ, but you will learn a lot I think from them and they are very viable in even low masters. From there go mutas in lair and with 8-10 mutas harass and then transition into roach/infestor.

The best way to open in ZvZ is 15h/15p/15g bane nest asap, but you may not a great way to learn the mu.

ZvP will make you tear your hair out. Just 14/14 and do everything you can to try to get a third going. A good build to know is roach/ling all-in, the nestea style is 35 supply roach warren and the ‘common’ style is 20 supply roach warren. Just save up gas, make extra ovelrords in ancipication, mass roaches first then go speedlings once out of gas. Keep on gas, reinforce with roaches + speedlings then only speedlings and remove gas.

Roach/banelingrain/Infestor is what you go for. The micro is probably harder than any other composition. Maybe you can use speed banes until you get the feel of things. Roach/Hydra/Corruptor is really bad, some pros go with it but it really only works if you take a super fast third vs. FFE, which is a whole other difficulty. That’s something you’ll need to learn, just ask someone to practice 6 gating you while you take a fast third.

ZvT, watch DRG’s recent games. Basically, 44ish lair, 4 gas, evo +1 carapace and bane nest at halfway lair, get bane speed, mutas, +1 air weapons as soon as you can, get macro hatch aruond 60-65 supply.

14h/15p is best. Get 2 queens if normal T build, get 1 queen and 3 pairs lings if 2 rax and add a spine. Get a 2nd if he’s doing scv all-in, ez.

Pros and Cons of MMR

May 9th, 2012

MMR is ladder reset. This system favors people who play more, and also carries a rookie stepping hard at the beginning of each season. The brass players really do not want to play Master is just demoralizing. One or two weeks, it may be sufficient to drive new players. Not reach even the best players at the top, only players who have won the most games.

MMR Sets the classification coincides with 10.5 per season. A similar problem with the previous one, but it seems less stompage rookie. It’s easier to run through the seasons, more likely to violate the Smurfs bell to change the lower percentile.

See ratings MMR and show a circuit based on the SPR. This is very unlikely to happen so easily, because MMR is very volatile. Also, do not change players who feel their remaining MMR season. The current ladder system was designed to be better players as they play and that’s a good design concept.

Deflation MMR has only just above the full potential and is what to believe. While we have a natural inflation of the points with the pool players mean that deflation would not play in the league season to season. There are two ways this could be implemented. MMR natural ventilation through the season. This has great potential for abuse, because players can save their bonus pool to let his flat MMR, then the season playing at a lower MMR with a gain peak. We want to encourage play, no downtime. MMR has a flat% reduction in every season. Although, this principle would have no direct impact, means that the time between the League and the Grand Master opens increasingly important. It would also be players to display the classification league, if you only play their next match in the placement of each season.

Allow the liquid in the league and the league would move to break down and more free. They do not need to play degraded to the point where it is not the value of the MMR% got out of his league and someone else was promoted. This concept works with the idea that MMR, of course, inflation in the course of the stations have. The downside of this is that the point every time a player is promoted or demoted lost a league. Point loss / gain with the League promotion / relegation would have to be redesigned.

To cut a% MMR plane and each fluid-season league career management system is the best way is to change the leader, but how much would be reduced and the changes that would happen to the point, the profit / loss could be a problem itself.

MMR allows players to be in the high MMR of Season 1 and sit still master of the fourth season deserving players cannot be funded by the league system is based on percentages of the population. If ever sat at the head of a league and feel you deserve a promotion, only to look at other leagues above you and see, players who do not play, this thread please thumbs up.

How the MMR and rankings in StarCraft II

May 9th, 2012

First, the matchmaking system to try a very good job, meet people with similar skills. MMR is far beyond anything else out of the water in terms of match-making.

However, there are some problems with the MMR. One of the most remarkable is that players are not aware of their true rankings. MMR does not deteriorate over time, as opposed to player skill for someone playing for a month or two stops.

MMR hurts the head point system, as we know. Most people will understand, break the talent, but let me explain it by noting the player base in total, with 80% or more of the player base is better than you, you would set up bronze. Also, you must master to be one of the top 2% of the total population, are placed.

To improve every day to play StarCraft and people try, they love the game and want to get better. As the game progresses, changes the metagame, things that do not work before. To put it simply, if you are early in the game, you’ll need to play or you want to stay behind. Ask them to take a professional, a 2-month interruption of the game, but if they did, they would actually not nearly ready for the day of the tournament returned. It would take hours of work, as the skill level they were achieving before, let alone to catch all those who have continued to improve.

MMR does not calculate the inflation rate of natural skill level of player. There is also no loss of not playing capabilities. In about every company in addition to the grand master, the bottom 10-20% will not play this season. They will play their classification match, be happy with where they were placed on the market and stop playing. Or will they try to play and see them lose most of their games end; it is because they do not want to be demoted.

Starcraft is still trying to match people against the same capabilities of the league is secondary. It also creates a somewhat biased players themselves consider. Take, for example, high-level control. Top 8 in the Masters is also a respected position. Because the Grand Master has so few players and the players really do not rotate during the season, it is not uncommon for high-level masters are at eye level with the skill to see Grand Master.

The pipe system is not a real piping system. Players at the top are not necessarily the best for a game as competitive as Starcraft 2, the closest we can get to really show true skill player, the better. It is much easier to find a sponsor if you can say you’re a top-200 players in North America, if your only in the top 2%. It would also be good to reward players who train with past actions.

Tips for Beginners of Terran

May 8th, 2012

Don’t bother about macro at this league, chances are that you’ll get overwhelmed by the choices needed to be made in the mid-late game, and just work on 1 base play and grow accustomed to the simpler style of play.

Remember to always spend your money, and if you see it’s too high, throw down more production so that you’re always close as possible to 0 resources.

Keep making workers if you aren’t committed to point ‘1′ and note when you get over saturated with workers either make an expo OR transfer to an existing one.

Keep that money low. Learn the basic terms and the lexicon of Starcraft 2. Learn a build order and stick with that. Learn how to 3Rax and stick with it until you get to high Bronze at least. If you don’t know what 3rax is, look it up on wiki.teamliquid.net

With those in mind, you’re already qualified to play in plat league.