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

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kt

Diamond Member
Apr 1, 2000
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<< << 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.
>>


tank's splash damage is considered melee attack, so dark swarm isn't going to stop the tanks from hitting them.
 

kt

Diamond Member
Apr 1, 2000
6,032
1,348
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Here's my take on SC. It doesn't matter how many good strategies or build order you can come up with. It's all about how well you execute them. SC is more than just follow the recipe, a lot of it you need to improvise on the spot. That's why SC is the greatest, yes, GREATEST RTS game out there. I don't care what you C&C people have to say, C&C just can't compare to SC. WC3 will bring RTS to another level though... whenever it comes out that is.
 

ZeroBurn

Platinum Member
Jul 29, 2000
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<< tank's splash damage is considered melee attack, so dark swarm isn't going to stop the tanks from hitting them. >>

by "them" i'm assuming you mean the zerglings. zerglings have a low armor rating, with the tank's siege attack being a high damage rating, very ineffective against zerglings. not only that, upgraded zerglings can take down a front line of buildings before sieges can take the front line of the zerglings out. this is where marine backup comes in, although medics beind a row of marines will keep them against zerglings infinitely longer than the couple of seconds it takes to melt a bunker.

<< It doesn't matter how many good strategies or build order you can come up with. It's all about how well you execute them. >>

absolutely. that's why those who know the units and strategies are the ones who dominate, they know what to counter with and play the entire game countering the opponent. any boob can follow a build order, the skill shines out when they know what to do after that build order fails. recon + counter, that's the way to go.
 

Static911

Diamond Member
Nov 24, 2000
4,338
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if your terran

go for block (depot + rax)

1 bunk with 4 rines + 1 tank seiged

Fast wraith: 3 ports, go on 6 wraiths

Cloack when you get there

If air is not option, transition to drops with wraiths as backup for tanks

Works wonders on 2v2

static911
 

ZeroBurn

Platinum Member
Jul 29, 2000
2,892
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<< I don't care what you C&C people have to say, C&C just can't compare to SC. >>

comparing RA and SC, sc's infinitely more complex and fun. i introduced my cousin to it (who was rated the top RA player at the time, interviewed by leagues, etc.), and he definitely agreed. RA was all about who got the most tanks the quickest, you NEVER advanced up the tech tree beyond tanks. i'd watch him play in tourneys and all i'd see him build were war factories and the occaisional refinery. "don't you ever build anything else?" "no, anything else is guaranteed suicide."
 

urameatball

Platinum Member
Jan 19, 2001
2,770
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you know what's the BEST?

in a late game with lots of minerals and gas (using zergs).

many of your enemies have switched from primitive fighters to big guns like carriers and other flying things and powerhouses.

I once played around for a bit and built around 30 hatcheries all next to each other and produced only zerglings and overlords.
even with 20 carriers, they could never take down 400 zerglings in time... plus the fact I'm having a constant stream of zerglings running through the map.
after about 10 minutes of constant zergling attack, they usually lose all ground defences and their air defences attack too slowly to destroy my cluster of zerglings.

note this only works in a game with minerals a plenty!
you could get it to work in hunters, but anything less than that would become hard pressed.
 

Nefrodite

Banned
Feb 15, 2001
7,931
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by "them" i'm assuming you mean the zerglings. zerglings have a low armor rating, with the tank's siege attack being a high damage rating, very ineffective against zerglings. not only that, upgraded zerglings can take down a front line of buildings before sieges can take the front line of the zerglings out. this is where marine backup comes in, although medics beind a row of marines will keep them against zerglings infinitely longer than the couple of seconds it takes to melt a bunker.

well thats what the suppy depots are for, they are cheap buffers to absorb damage for a while b4 your bunks start getting raped. suppys have a couple times more hp then bunks right? even more if you can repair:p mix in tanks and you can take a decent ling pummeling while you look for a way to mess with the zerg main:p not to mention if you build supplies right lings can't run inbetween:p
 

CanOWorms

Lifer
Jul 3, 2001
12,404
2
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I was playing a game with a friend and we came up with a very effective strategy! If one of you is Zerg, keep pumping out the overlords. Then if the other guy is Terran, let him have an infested com center. Pump out the infested terrans. Now, by now you should have hundreds and hundreds and hundreds (!!!!) of Overlords. We had 408. We loaded some of them with infested terrans and then we took everything to the enemy base (mixed the infested terran overlords with the overlords that weren't transporting anything). There were so many overlords that the guy's entire base was covered. He couldn't even shoot them down fast enough. Then you unload the infested terrans one by one into his base!

It's the funniest thing in the world. :cool: Usually they don't know that infested terrans wiped out their base since the overlords are covering everything, so you can tease them that they were killed by attacking Overlords! :p
 

Static911

Diamond Member
Nov 24, 2000
4,338
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my favorite, was the fake drops

Send in 10 drops before hand, wraiths as backup, then send int the real dropships with tanks, gols

static911
 

Mitzi

Diamond Member
Aug 22, 2001
3,775
1
76
SC what a damn fine game...

For Protoss 12 Corsairs paired with 12 Scouts can rip through almost any unit.

For Terrans a group of Spies with cloak ability were fanastic against Toss and Terran players - just lock everything down, then drop in a pile of tanks to clean up.
 

Static911

Diamond Member
Nov 24, 2000
4,338
1
0
another favorite

the fast 16 rine drop...

It ALWAYS cathes the opponent offguard because it looks like I will rush (when they scout, they will see 10+ rines), but instead, I do a drop!

static911
 

Nefrodite

Banned
Feb 15, 2001
7,931
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well early reaver drops are always fun. sometimes a early dark drop into a terran without many or any towers:p

whats a rine? ultralisk?
 

ZeroBurn

Platinum Member
Jul 29, 2000
2,892
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the 12+ reaver drops were the BEST. nuke an entire base before they know what hit em, if they didn't do it than they'd take out half the base and production line enough to set them back generations. edit: not the most practical, but definitely fun :D have 2 building at a time constantly until there were enough and keep it as a trump card while you worked with more practical troops.

i think he means marrines