Can you do 26 tricks starcraft




















IMO, low level players should execute builds which will make them better in the long term. It's not very helpful either A turtler will completely kill this build and leave the Zerg with a lousy economy. Yup, one base muta is highly situational and no longer viable. Removing its bronze proof icon.

Bloodmage2 , 28 August UTC. Not bad at all. Some things you might want to address: What is the goal of this build? How would you classify it? Do you have any replays of modest success against decent opponents? I would suggest, if you haven't already, posting this on the forums before adding it to the wiki, just in case. Tythos , 31 August UTC. Looks like a pool into trying to catch up in economy to me. I think its only fitting that if the user who posted this build was banned then the build should be removed.

I'm thinking of condensing some of these "builds" to Speedling, Roach, or Hatch First while keeping them kind of vague. They'll be listed as openings, and the rest of the stub "builds" can referrence the mentioned openings or just be added as variations of the said openings. This would clean up the stub section as the Zerg Strat page has always struggled with having a lot of undeveloped and bad stubs pages.

Empahsis here is on the format, not the actual builds, but you get the idea. I agree with Zenzou's idea. Most openings can transition into multiple builds. In addition, any 2 base build can be transitioned into from almost any opening. The problem with Sunprince's suggestion is that it ties builds to specific openings, which isn't correct. The archon and stalkers can finish them off. Afterwards, use focus fire on the two Vikings. Whatever it takes, keep the marauders airborne, as the stalkers are very vulnerable to their attacks.

At the very least, the archon should be left standing, able to take out the remaining units. The player has two siege tanks and numerous SCVs, though no means of detecting the dark templar set to run rampant. The key is to focus the tanks' fire on the SCVs, allowing the splash damage to affect the dark templar. However, the SCVs will fall to the assassin in a single blow, so there is effectively no time to react. Instead, the player has to guess which SCV the dark templar will go after next, and time their shots accordingly.

The player controls a single Banshee facing down a group of marines. This requires kiting—fire, retreat, fire. The problem with this however, is that the edge of the map is empty space, so there is no limit of movement a player can rely on in regards to keeping maximum distance.

Instead, the Banshee has to skim the edge of the space platform. This requires intense micromangement for the Banshee. Whatever happens, don't lose its acceleration. The player controls some ghosts and marines, set upon by zerglings and banelings. The zerglings can be handled by the marines, but the banelings are another matter. To counter this, concentrate on the ghosts, and focus on using their snipe ability to take out the banelings.

Bunch up the marines and employ a dance strategy. Make sure to use focus fire. Once the first zealot is defeated, split the marines 2 is all that's needed and employ the tactic of making the zealot chase after one marine while the other continuously fires.

Make sure the 'dancer' runs in a big arc here. The player controls a siege tank and medivac dropship facing down 3 stalkers. Order the medivac to hold its position. The key to success here is 'dodging. When the stalkers fire, load the tank into the dropship, forcing the projectiles to miss instead. Release the tank from the dropship immediately afterwards, fire, then retreat into cover again. If timed properly, the tank should take no damage. If you drop the tank down quick enough after loading it to duck a volley of shots, the dropship will not be targeted, and can live through the mission.

Complete round 8 in "StarCraft Master" without losing any Stalkers. Complete round 24 in "StarCraft Master" without losing any Stalkers. StarCraft Wiki Explore. Wiki tools. Explore Wikis Community Central. Register Don't have an account? StarCraft Master. Edit source History Talk 2. Do you like this video? Play Sound. StarCraft II Achievements.

Wings of Liberty. Wings of Liberty Achievements. Mar Sara Missions. Mar Sara Mastery. The Moebius Factor Alive Inside! Story Mode. Missions Mar Sara Missions Dr. Heart of the Swarm. Heart of the Swarm Achievements. With Friends Like These Worker Rush Surprise! Legacy of the Void. Legacy of the Void Achievements.

Prologue Missions. For Aiur! Mission Packs. Mission Packs Achievements. Nova Covert Ops. Mission Pack 1. Paradise Not Lost What Mothership?

Co-op Missions. Co-op Missions Achievements. Suit Up! The A. The best way to learn how to play StarCraft II is to watch other people play it. You can learn a lot from pro matches, although the nomenclature for professional tournaments can be confusing. Team Liquid is a great site for keeping up with this stuff, thanks to their weekly roundup of news and matches. For starters, try this Team Liquid thread rounding up some of the best games of For a more recent take, check out the player Pig.

To do all this efficiently, follow a specific build order. When you enter the game, start building SCVs. Then a Barracks. And so on, and so on. Your build order can and should be flexible. This might be the most important thing you can do in StarCraft II.

If you are spending all of your money, the chances of you winning are significantly higher. I was recently playing a Terran vs. Terran match against someone who kept getting the best of me. At one point his tanks caught my Marines out of position; another time, he successfully took out my harassing Liberators and Medivacs without losing a single worker.

Despite these setbacks, I somehow wound up with a larger army than him, and I wound up winning.



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