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 3 edits | reply to r1y23
Re: SC2 Strategies Thread said by r1y23:I am gonna be the first to admit I am downright awful in multiplayer. I am 1-10 in the practice leagues and I am looking for help. I figured those of us on here could post strategies that seem to work. I dont really have a strategy to offer at this point mainly because I am 1-10. After I get my economy going I seem to lose concentration and stop expanding. So I think thats the problem. A question I have for you guys though is how do you stop a toss carrier rush when you are playing zerg? They wiped out my 8 corrupters with 4 carriers pretty quick. Mutilisks dont do well against them either. Any advice? Ok, the problem here is to find out your weaknesses first and since you did mention how you lost "concentration" and stop "expanding"....that is your weakness. Concentration is based on information given to you during gameplay. The reason why you lost is because you don't have enough information about the game itself. For a player to bind himself in a base and go straight for carriers would take a lot of time and resources. Your lack of scouting prevented yourself to counter this situation and therefore, you lost concentration on what to do and how to counter the carriers. Every units have a counter and depending on the situation of the match, there are different ways to approach the given situation.
1) Scout and destroy his base immediately once you know he's going for carriers and that he will lack ground unit defense. 2) Let him be, since carriers takes up a good amount of resources, you could just map control the game. Of course the counter to this situation are Hydralisks and Broodlord. Since this combo takes up a large amount of resources and gas as well, therefore, you have to expand which would lead to map control.
This cover our "expanding" weaknesses. Expanding allow a player to control the situation better. However, expanding too early or too late can also result in a defeat depending on how skillful your opponent is. Just like going for carriers, expanding requires a lot of resources too, and if you expand too fast then it could lead to your opponent countering you. To summarize it up, you need to scout and find out what they are planning and counter it. Information is everything in this game, from there, you will know what to build to counter the situation. Of course you will also need to learn the basics of units and races too. Protoss units are powerful, require excellent mirco to be used efficiently while Zerg are meant to be mass produced. In your situation, 6 carriers will get owned by 20 hydralisks with 1-1 upgrades, because by the time he gets that 6 carriers, you better out produced him or else you were either slower than him or he's just faster and better than you. Being faster is an upper hand but that will come with experiences the more you play and I'll cover that once you get the basics down. I hope this helps.
One more thing, when you send that 20 Hydralisk to kill that 6 carriers, do not use "P" or "A" to the designated target. Controlling your unit while keeping production going is another skill-base. Usually, you want all your range attacker focus their attack on one target. In this case, that 20 Hydralisks focusing their attack on one carrier each time.
Oops, I meant Corrupter and not Brood Lord | |  vd853 join:2004-12-29 Brooklyn, NY 1 edit | To counter a canon rush, build a spin crawler or bunker with a reaper inside, before the canons reach your main.
Always be willing to switch tech.
Scouting is a must, always. | |  ArchivisYour DaddyPremium join:2001-11-26 Earth kudos:17 Reviews:
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| Cannon rushes are seen by scouting. Scout early and scout often. If you see NO buildings at an enemy base, you better be watching out for some remote cannons and/or some near-your-base pylon/gateways. -- 'A government big enough to give you everything you want, is strong enough to take everything you have.' -Thomas Jefferson - | |
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