DARN i suck at starcraft....starcraft strategies...what am i doing wrong?

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SinNisTeR

Diamond Member
Jan 3, 2001
3,570
0
0
dude.. CC is major sUx0r!!! boooooooooooooo

have bunkers and 2 firebats in each bunker and 2 marines.. have medics around if they break in..

another trick is to put supply depots in front of bunkers (in enterance) so that the bigger units wont come in, have tanks blast the shiznit outta them. make sure you upgrade marine range.
 

yata

Senior member
Jun 2, 2000
746
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The advice here is mainly for multiplayer, when experienced peeps do rush your ass once your found.

Terrans: manned bunkers. Always have one SUV at the bunkers. When attack starts, focus on the SUV to fix the bunkers while the bunkers' getting hit. This is the ONLY way to hold your base. Siege tanks will help later.

Protoss: two strategies: one is crank the mofo out of troops. Anything. That means building 2 or 3 of those building I forgot the name of. The other strat. is just set up some cannons up at the choke point.

Zergs: Sunkens, basically. Key to Zerg is to build lots bases to make troops.
 

Barnaby W. Füi

Elite Member
Aug 14, 2001
12,343
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great, i was almost there, found a big repository of minerals, was almost there.....DAMMIT such a close fight, then all these zergs come out of nowhere and whoop me.
 

Antoneo

Diamond Member
May 25, 2001
3,911
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<< That means building 2 or 3 of those building I forgot the name of. >>


Gateway:).
 

Antoneo

Diamond Member
May 25, 2001
3,911
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<< great, i was almost there, found a big repository of minerals, was almost there.....DAMMIT such a close fight, then all these zergs come out of nowhere and whoop me. >>


What map? or are you playing campaign missions?
 

Barnaby W. Füi

Elite Member
Aug 14, 2001
12,343
0
0
right now i'm just playing a custom game, i think its 'river crossing', its tall and skinny.

i'm not really playing right now, i died, and i am frustrated. see my post in OS forum, its right at the top.
 

Hoeboy

Banned
Apr 20, 2000
3,517
0
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damn no one on channel anandtech on us east. am i too late? i wanna whoop some ass! bingbong, i have cable. if you want to connect my comp for some 1v1 action, PM me. best way to learn is to play against someone better than you. yes i own you! :)
 

xilluzionx

Senior member
Oct 3, 2001
446
0
71
Damn , that game was the bomb, i was addicted to it i played it a lot had so much fun until people on battle net started cheating and ruined the game , ahh well i had my fun
 

wyvrn

Lifer
Feb 15, 2000
10,074
0
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Protoss:

Phase 1
Build a couple of gateways (barraks) up front, and maybe add one of those things that upgrades your ground shields (forgot damn name). Then right behind these buildings put a buttload of towers (shoot the blue balls against land and air). Leave just enough space for your dragoons (4-legged dudes) to weave their way through the buildings. Then, quickly build as many gateways as you can, stop when you have 7-8. Build enough of the mining buildings (ones that cost 400 and produce the miner dudes) so that you have a constant supply of money. Build a few toss basic units and leave them up front to absorbe damage and block the entrance to your base, the towers will pummel the invading forces. Make sure you keep a constant supply of these grunts to take damage up front. Once you have three bases going, one should be for grunts, and two for dragoons. Make sure you upgrade their armor and damage as fast as possible. Once this defense is established, you can now concentrate on offense, Phase 2.

Phase 2

This is where you get jiggy. Crank out the dragoons by the 7's (7 gateways, remember?). If you have enough miner dudes, then you should have a constant money supply to do this. Take the dragoons in groups of 15 and CONSTANTLY attack only one opponent. For added effectiveness, you can have one of your partners toss a few of his units in with yours so you can take out one of the opponents quickly. By the time you severely cripple one of the opponents, you must expect attack #2 against you. This is where terrans will bring seige tanks, they have more range than your protoss towers. Therefore, you will have to have a ready supply of 10-12 grunts. But, in the long run it is best to build a few reavers that can sit in the confort zone of your towers and lob big bomb damage against siege tanks. Make sure you build at least 4-6 reavers at a time. This way, you have long distance damage to take care of seige tanks, and grunts and towers to take care of rushes of mass smaller units. and BTW, do NOT forget to build towers amongst your base, on all sides, in case the opponents decides to go around your towers and do an air rush. Since you are also building dragoons for attacking, leave 6-8 in your base to move around and defend against air attacks.

This can get hard, coordinating attacks and defense, but once you have played 10 times or so, you should be fast enought to do it. If you are lucky enough to survive their 2nd attack, your team should be on the upside. By this time, you should have sent enough dragoons (with your partners help) to have effectively knocked out one of the opponents. This way, your team outnumbers the other by a player. You can almost never lose in this situation unless your team has 1 or 2 really weak players. Try to group with people you trust on battlenet, that way you know their strategies and everyone is in sync. The rest of the game will just be rushes. If there are enough resources, you can invest in some air power. Protoss air can be devestating in groups of 6-8. Millions of those little ships swarming the enemy base with 15-24 dragoons pummel from the ground remains one of the most effective strategies in the game. Remember, protoss are expensive, but their extra hit points and defense abilities make them an ideal race for new players.

Good luck!
 

Nefrodite

Banned
Feb 15, 2001
7,931
0
0
bunks and marines aren't enough to hold off a zerg rush. you need a supplydept and or barrack buffer right in front of the bunks, and tanks behind that. and definetly the range upgrade for marines. even then a later game extreme zerg rush might take that down. after you have your defense up you have to either go offensive ground and advance on the guy or do something sneaky.. air attack .. maybe wraiths to take out his overlords or scvs if he doesn't have much any air yet. kinda harder to do against zerg becuz of hydras, easier on beginner players of other races to wipe out scvs. the valkeries are very good for harrassing overlords to keep the zerg on edge. much tougher then wraiths for that kinda fun. just remember to recon, don't let your enemies expand ..atleast not without a fight. and keep riding their ass;) marines with medics/tanks are pretty good for land rush.. gotta have lockdown and stuff for anti air though. firebats are only good for anti zealot.

continuously make scvs until you have about 1.5 scvs per mineral.. at that level you basically never see a mineral pile not being worked on.
 

MrCodeDude

Lifer
Jun 23, 2001
13,674
1
76
I hate zerg rushes. Always impossible to stop when there is more than one team of Zerg attacking. For terran, which I believe I'm the best at, I'd go with 2 bunkers spaced out a little. If no-one comes or you have some time on your hands, fill up the entrance with bunkers (one row), put Supply Depots in front of the bunkers and behind the bunkers, a ton of tanks :D

Then you'd have to go air or somehow take a different route on foot, but that's my strategy.
-- mrcodedude
 

yoda291

Diamond Member
Aug 11, 2001
5,079
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I usually play Protoss but here's what I do.

I start cranking out probes and harvesting and take one of them and pop out a pylon, followed by a forge. Then, I drop in a few cannons. Then come a gateway, templar archives, and stargates. Then, I build an attack force of carriers and a defense force of lots of templars. If I have teh money, a few dragoons get thrown in. I got into the habit of going photon cannons first cuz 6 zerglings, vs 1 zealot is a losing combo. 6 zerglings vs 6 cannons is a winner and if I buff up the cannons, it gets units to halt a bit for psi storms. Also, I can't stress this enough, if you're defending off guardians, escort your templars with arbiters or the guards will tear them up b4 they can get into range. Also, if you're under attack, don't send in the carriers for defense. Use your templars and attack them. Spore colonies will melt under upgraded carriers.
 

Antoneo

Diamond Member
May 25, 2001
3,911
0
0
One time I was watching my friend play and he did that 200 zergling thing for fun :Q.
 

RoninRXN

Golden Member
Sep 19, 2001
1,830
0
0
What you're doing wrong is playing a 6 year old game when there's new, better stuff out.
 

Nefrodite

Banned
Feb 15, 2001
7,931
0
0
hey sc is still one of the most fun games out there...sadly. i keep going back to it after losing interest in newer games. as for the quick carrier build.. that only works if your enemies aren't rushing you or trying tomsething sneaky like a reaver drop on ya. too risky.
 

ZeroBurn

Platinum Member
Jul 29, 2000
2,892
0
0
what new, better stuff is there that competes on the same level as Starcraft? there are no other RTS's that even compare. as far as i'm concerned, blizzard is the be all, end all company that does RTS. i'm still waiting for War 3, i can't wait to get back into an RTS. i'm completely starcraft'ed out, although it's still my favorite game.

i was one of the original beta testers for SC and played well through BW. i was a harsh zerg player, although i like to think my terran and prot game was pretty good as well.

if there's one thing i found really useless about terrans, it's the bunkers. they're good for normal opponents, but for any good player, they smile in joy when they see you bunkering up. there's 2 main reasons for this. the first is that in the short game, they just cost you way too much, and just totally aren't worth it against even the 6 zergling rush. in the long run, they're simply not effective.

here's what i did in the short game. do the standard scv build, you have 2 choices, a storage for more units or a barracks. i think i generally went with the barracks. even then, the zerg rush would come before you really had any time for a defense. DO NOT underestimate the power of your SCVs. you should have about 6-8 scv's, probably more, i don't remember the exact number, by the time 6 zerglings come. congregate them when you see them coming, and surround the zerglings, your scvs should be able to pop them with ease. MICROMANAGE- watch your scvs, if he's a good player he'll have all the zerglings focus on one or 2 scvs. once they're low on health, run them away and have the other SCVs peck at the zerglings chasing them. if he simply hit attack and didn't watch his zerglings, they would spread the damage and damage most of your scvs, but not destroy any. you can do more damage to the zerglings with your scvs than vice versa. by the time i quit, i could easily take any 6 zerglings with my scvs and not have a single one of them damaged. you can imagine how pissed off they were, especially since i was further up the tech tree now since they've invested so heavily on the rush.

the time you spend building the bunker and 100 minerals you spend on it, you could have practically gotten another barracks. it's crucial you decide your gameplan and adjust to compensate. i went with 2 baracks asap and pumped mad troops. if they rushed with zerglings, i'd be able to counter with 6 marines _very_ shortly. if they didn't have any sunkens, they were dead. if they did have a sunken, i'd take out whatever i could that wasn't in range of the sunken. i'd be able to limit their production and expansion enough to get 2 medics and 6 more marines on the spot shortly, easily enough to finish any sunkens and zerg. if they DIDN'T rush, i'd scope their game plan asap to see what to counter with. if they were going gas, i would go gas - tanks easily take out hydras. if they were going all zerglings - i'd go medics and it was over. in the long game, bunkers are easily neutralized by a few zerglings and dark swarm from the defiler. they take up space, and are immobile. 4 marines and a medic are infinitely stronger. anyway, that's the rough of it, the skin of the milk so to speak. there are always variations and no single gameplan will guarantee victory. your best bet is to play the defender- counter whatever they send at you and know how to stop it. be prepared even before their units are on the ground, you should be ready with a tank before they have hydras, valkries before they have queens, and so on.

quick note on minerals, you need 2 scv per mineral for maximum harvest. anymore and you're being wasteful. if you're expanding, build some extras on the side and ready to start on the new field ASAP. good luck

edit: wow crap, that post didn't look remotely as long when i typed it.

 

Nefrodite

Banned
Feb 15, 2001
7,931
0
0
in the long game, bunkers are easily neutralized by a few zerglings and dark swarm from the defiler. they take up space, and are immobile. 4 marines and a medic are infinitely stronger.

well maybe 2 medics instead of one:p bunks also give you a couple seconds to shoot at full strength wihtout losing anyone.. putting suppy/barracks in front of bunks if theres a nice choke point makes them far stronger.
 

Joemonkey

Diamond Member
Mar 3, 2001
8,859
4
0
you crazy bastards are making me want to reinstall the best RTS game ever!!!

dammit!!

*searches for SC and BW cds....*
 

Joemonkey

Diamond Member
Mar 3, 2001
8,859
4
0
kpxgq: HAHAHHAHAHA

man, positive racism, who woulda ever thought

yet you speak the truth...
 

ZeroBurn

Platinum Member
Jul 29, 2000
2,892
0
0
<< well maybe 2 medics instead of one bunks also give you a couple seconds to shoot at full strength wihtout losing anyone.. putting suppy/barracks in front of bunks if theres a nice choke point makes them far stronger. >>

the only plus i could see to a bunker would be that it holds up against plague and psi storm (major bonus against a good prot player). the spots that bunkers take up behind the storages and barracks could be used to put tanks there with an extended range. you want that range when the zerg come on you with defilers, dark swarm shrouds the front while the zerglings peck away at them like nothing, the tanks can't reach the defiler since it's behind the stroages, AND bunkers. if the tanks were right behind the storages, it can zap defilers who are ready to swarm up the storages better.