In each case it is important for the opponent to make an educated decision on what to do depending on their races. The terran will not have an advantage in any of the three areas. Therefore, the terran's best bet is to upgrade technology as well. If the terran, however, sees the protoss expanding quickly, they may be better off upgrading technology initially perhaps dropping tanks on a cliff overlooking the protoss expansion base, in an attempt to nullify the economic advantage.
In another sense, however, unit quantity matters less and less as numbers increase. When both sides only have 2 dragoons, it is unwise to spend minerals expanding because the extra 3 dragoons that could have been trained will be sorely missed in a battle against a numerically superior foe. However, if both sides have 24 dragoons, the value of additional troops is severely diminished, and the minerals are better spent increasing one's advantage in another area. Furthermore, battles are a key factor in the gameplay.
After winning a decisive battle, it is generally unwise for the victor to immediately try to finish off the opponent, because they are most likely concentrating all their resources on constructing troops to match the victor's army, or constructing a powerful defense around their main base.
Instead, it is more important to expand, while making sure that the opponent doesn't. Although the loser of the battle may end up with a slight troop numerical advantage, the victor's economic strength is so great that the loser cannot possibly hope to match the massively increased flow of units. This is why many players frequently exit before all their buildings are destroyed - they realize after losing several critical battles they can no longer maintain map control and can do nothing to prevent the victor from securing a massive economic advantage, to be converted into superior troop quality and quantity.
Both players start collecting resources immediately after the game has started. Other players will wait a minute or two before sending one of their workers to scout, so as not to lose any resource collection capacity during the crucial beginning phase. Scouting to keep informed about incoming threats and weaknesses of the opponent's strategy is a vital part of the game.
As players start scouting, they also start building the structures needed to accomplish their first goals. A player can prepare for an early attack " rush " , fortify his base against such attacks, focus on building his "tech-tree" to have advanced units earlier in the game, or expand his base in order to outmass the enemy in the long-term.
Each strategy has its strengths and weaknesses. Temporary advantages can be gained at the cost of long-term disadvantages and the other way around. This creates a pressure to be informed about the enemy's movements and use the edge while it exists. If the player chooses to attack early, then he will start doing so after 4 or 5 minutes. There are several known tactics for early attacks and how to best protect oneself against them. When two "gosu" skilled players play against each other, early attacks can be as dangerous for the attacker as they are for the defender.
Indeed, a large economic commitment must be made in order to have any hopes of succeeding in defeating the opponent in an early attack, and the attacker must neglect other parts of his economy. This decision can later put him in a difficult position, should the "rush" fail. Very short games usually are the result of a successful or unsuccessful rush.
If both players survive the first 10 minutes, they start the battle for space. The players will try to get and hold as many resource locations as possible as well as prevent their opponent from doing so. The players start this quest with the handicap or the advantage they acquired during the early game. During this part of the game, the players will stock up their army and try to weaken their enemy by various attacks on resource locations, tech-buildings structures required to research upgrades and build advanced units , as well as production facilities.
Different races typically require different amounts of map control. Zerg, for example, is usually played to dominate the map quickly, due to their cheaper expansion bases, whereas a good terran player can often get by on one mid-game expansion and just deny the enemy from getting more expansions of his own. The battle for map-control often depends on the racial matchups.
During the rest of the game both players will try to obtain resource domination. A considerable resource control advantage can still be broken by finding weaknesses in the opponent's strategy, a come-back. A simple example of this is to build a lot of air units, when the opponent has little anti-air defense, because they had built units for large-scale ground combat. Another common example is using a transport to drop units in the center or back of the opponent's base, far from the frontal defenses and units.
Sooner or later one player will start dominating the game, winning more and more ground. Because small advantages tend to increase over time and players will prevent each other from harvesting, the total length of a game is rarely limited by the amount of resources, but rather the amount of resource locations on the map. Long games are rare. In a typical ending the stronger player sends a massive amount of combat units towards the other player's main base.
The losing player tries to delay the attacker in order to collect his troops for defense. The attacker will push the defender to the outskirts of the base, still with enough troops to defeat the enemy on his own ground.
The defender, having almost no troops left and the opponent's army at the outskirts of his main base, surrenders. However, players often surrender before a massive attack happens, because they realize they won't be able to get a resource advantage anymore.
Games also come to an end if one player can force another into a position where they can no longer function. Trying to get in touc….
The sexualization of wo…. The Bay of Kotor in Montenegro…. A Look Back at Sc2 …. Disney's Latest Film 'Encan…. Remote Job Opportunity …. Customize Sidebar The Forgotten Starcraft Game Modes.
Post a Reply. You know what I'm talking about? I have absolutely no clue what each of these game modes mean. I tried to search for them but to no avail. Does anyone know how each these game modes are played? Also, is there anyone who would like to play in one of these game modes? After s of melee games I think we should take a small break and play some of these game modes because I think it would be fun for a bit. Who's interested? Leave your sn and gateway you play on and I'll come to catch you but find out how these game modes are played first.
Greed I think is just some money whoring thing. Slaughter just most kills I guess, sudden death is like all the units on low ground dies after a set amount of time I think :o or minerals run dry, I can't remember! Greed is the first player to reach a set number of minerals. I think default is like 10, Slaughter is first player to reah a set number of unit kills. Sudden Death.. Capture the flag is Awful. You each start with a beacon near your base with a flag in the middle of it. Then, it's the first player to retrieve the other player's flag wins.
It might be a more interesting game if you set a time limit before you are allowed to capture your friend's flag. You did not mention team melee, so I am guessing you know how that setting works. Edit:: FrozenArbiter is a speed typist. The flag doesn't appear for a few minutes anyways :D.
Anyone who wants to play any of these game modes msg tfeign on west. Sorry, 8 am here - I'm going to sleep :D. Zerg is pretty much always going to be the initiative role.
Terran is never going to be meat shield or initiative, but rather ranged support, sometimes with tech especially if there is an enemy Terran. If there is an enemy Terran, then metal is usually going to be superior, as well. As Protoss, you will only want to 1 Gateway Dragoon fg if A there are no Zergs and B all enemy Protosses are at least matched initiative-wise so each enemy Protoss either has a Protoss on your team, or you have roughly 1 Zerg for each 2 enemy Protosses.
Additionally, you won't usually go 1 Gateway Dragoon if your ally is Terran, as you should be acting as meat shield. The other builds are roughly interchangeable depending upon the situation; if you need ranged support but also need lots of Zealots then you can 3 Gateway Dragoon, or else you can stay as meat shield and not switch to Dragoons. General Recent changes Pending changes Random page. Betting Preferences. What links here. Related changes. Upload file. Special pages.
Printable version. Permanent link. Page information. Notice the dotted green line for the other player. Also notice the probes and SCVs. Not all players can and would be doing what they are doing and not all of the players could be doing what is listed in the example. Some players can switch roles in the changing tide of the battle if needed to. Some players in a team could altogether do one role. This would free up the need for multitasking. However, there are players who go do their own thing building, researching, using, or training units when sometimes it is not necessary.
So team work and communication plus cooperation is a must at all times.
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