SC2 Campaign Review

Saturday, October 2, 2010

Starcraft 2 Strategies part 2


The rest of multitasking is execution speed and tactical triage. before you can even think about doing any of this your macro has got to be perfect every single time and completely second nature. You can't do five things at once if you can't do one thing well. Start with great macro and you're more than halfway there - to victory. The next part is perpetual motion through high execution speed.

If you watch matches between good players you'll notice that there is always a LOT going on. There is rarely a time when a unit that is not designed for static defense isn't moving. But if you watch weaker player's games you'll notice things like units sitting around a lot doing nothing, buildings not churning out more units, scouts not scouting. The difference between pros and nubs is how many plates they can keep spinning at once, and how many locations on the map they can keep in constant motion. The micro of all that stuff isn't quite as important as all the stuff moving itself.

Which brings us to tactical triage. You can't ever fall into the trap of watching a battle unless it requires macro in order to turn the tide of the match. And before you enter a battle like that you better make damn sure that you have two or three other attacks already in motion to put pressure on somewhere else in your opponent's bases. Idle troops on one side of the map while you try to win with micro just isn't nearly as good as doing a little bit of micro here and there and keeping all of your troops in perpetual motion. Units should never sit still, even if they are not attacking anything. If anything just to keep your enemy guessing about what the heck you're doing moving all your chess pieces around the board.

If you know what to watch and what to ignore you are well on your way to good tactical triage. Get that little cluster of zerglings moving and never let them stop. It really is like spinning plates. If you are zerg against terran and are relying on your arbiter you need ot be able to get into action before he gets emp'd. That's execution speed and triage. But even if you lose that arbiter you might still be able to win if you've got three other small attack forces already in motion that will hit them where they are not looking and not prepared. The more things you give your opponent to react to, the better chance you have of keeping them playing defense while you get to go on the offensive.

They say defense wins championships, but that's bull. At least in starcraft. In order to win consistently in starcraft 2 you have to keep the pressure up and get ahead of your opponent's economy and unit resources. That means taking things out as often and as widespread as you can. Just a worker here and there along with a marine or two and maybe a building - it all adds up over the course of a match. If you can kill that worker or three in one spot while you also take out a small expeditionary force over there and a building at their expansion - well, the game is practically in the bag because you were able to multitask three attacks at once without dropping the ball on your macro.

No comments:

Post a Comment