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Blizzcon 2010 Coverage: Cataclysm Cinematic

Cinematic panel nije imao mnogo toga da pokaže sem 90% slika i video zapisa, gde su nam cinematic developeri govorili kako su napravili prvo model Deathwing-a, koji je po veličini veći od fudbalskog terena, sa najviše detalja na jednom modelu kojeg su ikada napravili. Pored toga tu je bilo informacija kako su napravili Cataclysm Cinematic, na koje su probleme nailazili i kako su bili uradjeni efekti. Na kraju smo odgledali premijerni Worgen Cinematic Ingame Video!

Worgen Cinematic Ingame Video
 
Izrada Modela Deathwinga:
Slike prikazuju artwork Deathwinga, i njegov postepen razvoj do 3d modela. 
{yoogallery src=[/images/stories/news/blizzcon/2010/cinematic/deathwing] width=[180] height=[140]}

Izrada Cinematic Videa:
Slike prikazuju kako su cinematic developeri modelirali video zapise.
{yoogallery src=[/images/stories/news/blizzcon/2010/cinematic/video] width=[180] height=[140]}

Izrada Efekta:
Slike prikazuju kako su effect developeri posle modeliranja komplet video zapisa ubacili efekte. 
{yoogallery src=[/images/stories/news/blizzcon/2010/cinematic/effects] width=[180] height=[140]}

BlizzCon 2010 Coverage: StarCraft II Art

 
Development Stage: StarCraft II Art (21:00 - 22:00)
 
Da li je neko rekao Samwise Didier? Da, upravo tako! Tu je ceo art team na development panelu, i spremni smo da počnemo sa StarCraft II Artom! Prikazivaće nam i objašnjavaće art za nove custom mape: Samwise, Alen, Jay i Brian.
  • Blizzard DotA je čist primer oživljavanja likova iz WC3 u SC2 engineu
  • U Left 2 Die baneling postaje Baboomer, Brutalisk je Hunterling, Infestor je Choker, Overseer postaje Spotter i Ultralisk postaje Stank i svi imaju nove modele i lude teksture na sebi
  • U doti imamo blademaster modele za obe strane, kao i mountain king koji liči na maraudera više, i skroz je melee nabudžen i spreman da ubija! Takođe, abomination je tu sa unikatnim modelima, kao i Grunty murloc marinac, i naravno Sylvanas Windrunner sa naravno dva modela za obe strane u doti! Tu je i Tauren Marinac, i naravno Aiur Chef koji izgleda nenormalno smešno - Zealont sa tiganjem i kuvarskom kapom.
  • Detalji efekata su mnogo kompleksniji, kao na primer kada vaš lik dobije nivo u doti, ili kada umre, i svi efekti su skroz nenormalni i pršte na sve strane.
  • Animacije: Kod blademastera na primer, animacija je tiho prikradanje kada je sve bliže i bliže meti da je napadne, ili na primer kada uradi whrilwind na više meta itd... Sylvanas (archerka) ima klasičnu archer animaciju, dok Mountain King ima vrlo smešne animacije napada i pokreta jer je sav mali i debeo kao marauder. Tauren marinac je praktično krava s puškom i repom koji se random pomera kada treba o.O, dok Abomination ima samo jedno oko, njegov stomak je vrlo živ, i creva mu se vide sa svih strana, dok salo skakuće kada napadne nekoga...
  • Environment: u Aiur Chefu sve izgleda kao kuhinja, imate rernu, vagu, i frižider i zamrzivač! Takođe, imaćete noodle, jaja, batake, sir i tako dalje... i naravno power upove kojima ćete sabotirati druge igrače!
  • Okruženje dota mape je izuzetno detaljno i kule izgledaju kao šahovske figure. Knight kule izgledaju kao konji u šahu, i naravno Rook kule su vrlo unikatne i na kraju King kule, koje kada se unište je game over (nexus, world tree, kako god to zovete sada u doti ili lolu). Takođe, ima healing padova.
  • Cela dota mapa izgleda kao šahovska tabla i arena i klasično ima tri puta na mapi.
  • Programi koji se koriste najviše u ovom procesu su Photoshop, 3D Studio Max, Maya..
  • Blizzard DotA je ubedljivo najomiljeniji mod art tima do sada.
  • Art direction će biti identičan kao i za WoL za Heart of the Swarm. Takođe, možete da očekujete čak i veću rezoluciju nekih stvari u samoj igri.
  • Cliffovi u SC2 imaju preko 200 verzija. Dakle, sve ivice u igri za brda, i sve ostalo je zaista kompleksno.
  • Cinematics tim je pravio mnogo postera, sličica i detalja u samoj kampanji
  • I za kraj Samwise nam je prikazao concept art za Heart of the Swarm! Kao i animaciju infested bunkera za Heart of the Swarm!

BlizzCon 2010 Coverage: StarCraft II Multiplayer

 
Development Stage: StarCraft II Multiplayer (22:30 - 23:30)
 
Tu su David Kim, Matt Cooper i Dustin Browder! Pričaće o onome šta planiraju i kako balansiraju igru u multiplayeru.
  • Svaka alatka koju je blizzard ikada probao za balans nije uspela 100%. Rešenje je bilo da se sve alatke koriste u isto vreme! Na primer neke:
  • Community! Fansajtovi, igrači, pro igrači i njihov feedback o samoj igri. Community je najbolji izvor balansiranja same igre, i prosto što se više postuje i igra to će igra biti balansiranija.
  • Pro feedback je komplikovan, jer pro igrači se uvek fokusiraju na jednu rasu, i ne predstavljaju uvek isti, objektivni feedback za balans.
  • Tournament igre su najbolji izvor saznanja za bagove i sitne greške u igri.
  • Fruit Dealer je pobedio kada su svi mislili da su zergovi bili underpowered i tako blizzard je ostavio zergove za sada i optimizovali ostatak igre u detalje.
  • Igra se ne balansira samo za diamond ligu, jer ako neko u bronze pobeđuje na vrlo čudan način, naravno da će se igra patchovati kako bi se i druge lige izblansirale bez stvaranja dodatnih problema i imbalansa.
  • Spreadsheetovi su vrlo korisni za analiziranje damage per seconda, udarca, random brojeva i analiziranje svih igara. Igra je vrlo kompleksna kada krene borba, i tako mora svaka stotinka da se računa.
  • Programi specijalizovani u analizi microa, terena, i borbe resursa, gde se računa koliko resursa je izgubljeno, koliko je sačuvano i sve ostalo nakon borbe određenih vojski.
  • Blizzard naravno ima replayeve svih živih igrača na battle.netu, i prosto na taj način mogu da subjektivno ocene vašu igru i tako vide koje jedinice jesu izbalansirane a koje ne, i kakve situacije mogu da se dogode.
  • Vrlo kompleksa matematička procedura se koristi za prosek pobeda između rasa, i postoji u pozadini ratio pobeda svih mogućih liga i rasa.
  • Pro igrači sa njihovim feedbackom (subjektivnim) donose dosta interesantnih informacija oko blanasa direktno blizzardu.
  • Blizzard će i dalje gledati najviše PvT matchup, i svestan je da ovakav matchup ima nekih problema. Analiza i dalje traje vrlo aktivno širom sveta.
Q/A:
 
Q: Da li ćemo moći ikada da igramo offline i da uzimamo achievemente?
A: Pričaćemo o tome, ali ne trenutno.
 
Q: Šta mislite da ubacite bonus damage na mutalisku na +3 light?
A: Ne verujemo da mutalisk ima problema trenutno. On jeste jak na početku air wara, ali kasnije je zaista izbalansiran.
 
Q: Kada ćemo imati full customizable keybindinge?
A: Postoji interfejs za to. Ali je zaista komplikovan. Moramo da ga uprostimo i onda ćemo ga izbaciti vrlo uskoro za vas u patchu.
 
Q: Kada će custom map marketplace izaći?
A: Verovatno kada izađe HotS.
 
Q: Proxy rushevi ili Thor rushevi... kako pokušate da izbalansirate te strategije?
A: Vrlo lako izbalansiramo ovakve strategije, jer ti rushevi nisu nepobedivi, i jesu jedna opcija za napad. Koristie radnike, radite nešto sa t1, i prosto ako ste igrali multiplayer challenge biće vam mnogo lakše!
 
Q: Kako da kaunterujem mass hidre sa protosom?
A: Zavisi šta je mass, ali definitivno želite da izbacite hidre sa creepa i da ih napadnete sa brzim jedinicama. Zealot charge, sentryji.
 
Q: Da li ćete unaprediti scorescreen gde ćemo moći da vidimo mnogo više detalja, damage, jedinice, resursi, apm graf itd?
A: Mnogo ćemo unaprediti score screen. Najkasnije u HotS. Definitivno.
 
Q: Da li je bila ideja da zerg uvek outmacroje protivnike pošto ne može da napravi choke i da funneluje jedinice tek tako kao što rade terani i protosi?
A: Zergovi su unikatni, mi želimo da terani budu choke rasa, dok su zergovi swarm rasa. Želimo da vidimo mnogo creepa na mapi, želimo da vidimo haos na mapi i invaziju overlordova kao što radi Fruit Dealer. Morate da budete agresivni i u macrou.
 
Q: Da li mislite da warp gate tehnologija dolazi previše rano?
A: Nadamo se da je warp gate sasvim ok. Jer, zerg može da rodi od jednom 25 zerglinga na primer, terani mogu da imaju reaktore i mule boostove, pa tako mislimo da warp in rushevi nisu više toliko efikasni :)
 
Q: Da li mislite da je hunter seeker missile underused?
A: Nerfovali smo Ravene zbog toga što strategije sa hunter seeker missile mogu biti zaista ružne i neizbalansirane. Ali takođe nećemo ni buffovati. Slažemo se da je missile malo sada underused. Videćemo!
 
Q: Kako gađate patcheve za tournamente?
A: Trudimo se da major tournamenti ne budu pogođeni glavnim patchevima kada je neko bitno finale. Trudimo se da razvijemo tournament servere gde ima nezavisnih verzija igara i da se tournament održi na istoj patch verziji kroz ceo svoj tok.
 
Q: Što thor pobeđuje 1v1 protiv Ultraliska?
A: Jer nisu namenjeni da ih tako napadnete. Oni imaju svoju posebnu ulogu za određene situacije. Nećete koristiti ultraliske da ubijete thorove ako pored toga ima marinaca!
 
Q: Da li imate statistike koje računaju i gde se igrači spawnuju i njihov win loss ratio tada?
A: Da, možemo da vidimo gde su se spawnovali igrači i videti ako su zbog toga pobedili ručno, ali sistem očigledno ne može da nam kaže da je jedan igrač pobedio jer se spawnovao direktno iznad drugog i takve stvari :)

Steelseries Scope, Cataclysm MMO Mouse i periferije

Da skrenemo malo pažnju sa Blizzcon 2010, Steelseries nas je obavestio da su najavili nove periferije, koje se tiču World of Warcraft Cataclysm, kao i Score - naočare koje će vam pomoći da vidite igru kristalno jasno i bolje.
 
SteelSeries Scope:
Informacije o Steelseries Scope možete dobiti na: http://steelseries.com/products/other/steelseries-scope
{yoogallery src=[/images/stories/news/steelseries/scope/] width=[345] height=[200]}
 
World of Warcraft Cataclysm MMO Mouse
Ono što nas je najviše zadivlo to je Steelseries Cataclysm Licensed mouse, koji na sebi ima 14 pogramiranih tastera koje možete da bindujete  direktno u igri, profile za 10 karaktera koji se čuvaju direktno na mišu, ergonomičan dizajn.
Tehničke specifikacije ovog miša su, 11,750 FPS-a, 5040 DPI, 2.5m kabla, lift distance 1-5mm.  Ovaj miš pustiće se u prodaju 7. Decembra 2010 godine kad i Cataclysm izlazi u prodaju, a njegova cena biće oko 100$.
{yoogallery src=[/images/stories/news/steelseries/mouse/] width=[230] height=[180]}

Mouse Pads:
Tri različite Qck Gaming podloge za miševe koji na sebi imaju artwork Cataclysm nastavka.
{yoogallery src=[/images/stories/news/steelseries/mousepad/] width=[230] height=[180]}

Keybaord:
Steelseries je najavio Steelseries Shift: Cataclysm Keyboard zajedno sa odvojenim keysetom
{yoogallery src=[/images/stories/news/steelseries/keyboard/] width=[230] height=[180]}

Blizzcon 2010 Coverage: Costume Contest

Sinoć nisam uspeo da objavim sve slike sa Blizzard Costume takmičenja. Bilo je vrlo interesantnih takmičara sa vrlo unikatnim kostimima, i verovatno je samom žiriju i bilo teško da odluči ko će da pobedi. Slede slike par takmičara u njihovim kostitima. 
{yoogallery src=[/images/stories/news/blizzcon/2010/costume] width=[180] height=[140]}
 
Njih petoro je izabarno u finalnom krugu.
{yoogallery src=[/images/stories/news/blizzcon/2010/costume/finalist] width=[230] height=[180]}
 
Treće mesto  uzela je devojka u svom kostimu koji predstavlja Ysera, drugo Mesto Uzeo je muškarac koji predstavlja Illidan Stormrage, a prvo mesto uzela je devojka u svom kostimu koji predstavlja Diablo 3 Monka!
{yoogallery src=[/images/stories/news/blizzcon/2010/costume/winners] width=[230] height=[180]}

StarCraft II Invitational Tournament and Showmatch - Day 1 Recap

Quote from: Daxxarri
The air in the Anaheim Convention Center was electric as the StarCraft II Invitational kicked off at BlizzCon today. Thousands of StarCraft II eSports enthusiasts filled the seats of the RTS Tournament Stage to watch as a field of 16 top players, selected from each region after months of fierce Battle.net ladder competition, finally met to see whose skills would earn them glory and cash prizes worth over $45,000!

The games were shoutcasted by an all-star team including Nick "Tasteless" Plott, Dan "Artosis" Stemkoski, and Sean "Day[9]" Plott, not to mention Blizzard's own Rob "Voice" Simpson and StarCraft II Game Director Dustin Browder.

Since the tournament encompasses so many games, the majority of the matches were played offstage -- but you can find an up-to-date bracket of all the BlizzCon 2010 StarCraft II Invitational Tournament games on the BlizzCon Tournament page here. That page will be updated with replays of these epic games soon!

Showmatch - SlayerS_`BoxeR` vs. Fruit Dealer

In what was possibly the most anticipated match of the day, BoxeR, known throughout the eSports community as a strategic innovator and a living legend of the StarCraft: Brood War professional gaming scene, faced off against the universally hailed and extremely skilled champion of the TG-Intel GSL Season 1 tournament, Fruit Dealer (AKA Cool). The RTS Tournament stage was thronged by a roaring crowd full of fans cheering both players, eager to witness the battle between these two titans. Would Fruit Dealer's mad skills and cool resolve be enough to best the legendary BoxeR? Would BoxeR, experienced and respected but relatively new to the StarCraft II scene, manage to take down the reigning champion and emerge victorious? Spoilers ahead!

The showdown started with a match on the Lost Temple. The action was fierce, with both players drawing explosive cheers from the crowd with their world-class play. BoxeR almost took the win early in the match with a brutal, expertly micro-ed marine and marader timing push, but Fruit Dealer managed to eke out a defense and went on to keep BoxeR contained in the south of the map, countering BoxeR's signature inventive play and surprises with almost supernatural skill to finally come out on top.

The second game took place on Metalopolis. BoxeR punished Fruit Dealer's early expansion and almost took the entire match by sealing the zerg into their starting position with a pair of well-placed bunkers. While a move like that might seal the fate of a lesser player, Fruit Dealer broke through, and in an incredibly gutsy move, took the rich mineral patch adjacent to BoxeR's terran base to get back into the game. This match was marked by incredible back-and-forth action, and things looked grim for Fruit Dealer as BoxeR made a heavy mech push with calculated siege tank placement to eventually wipe out Fruit Dealer's game-saving rich mineral base, but yet again, Fruit Dealer managed to take the win with a mix of steely-nerved macro and the liberal application of roaches and banelings drops.

These wildly entertaining and tense games were an epically satisfying conclusion to the first day of StarCraft II action, but we’re just getting started -- so don’t forget to join us for the conclusion of the BlizzCon StarCraft II Invitational tomorrow. If you weren't able to join us at the convention this year but want to witness these epic battles firsthand, you can catch tomorrow's action via the BlizzCon 2010 tournament stream or on DIRECTV.

StarCraft II Custom Maps and Editor Panel & Secrets of the Masters

Quote from: Lylirra
The StarCraft II Custom Maps and Editor panel, new this year to BlizzCon, proved to be a treasure trove of information for aspiring mapmakers and anyone interested in the StarCraft II custom map scene. Lead Level Designer Matt Morris, Senior Level Designer Richard Khoo, Level Designer Jason Huck, Level Designer Matt Gotcher, and Data Specialist Justin Klinchuch discussed a variety of topics with the audience, including their design philosophy, mapmaking tips and suggestions, official custom map previews, and a critical look at the StarCraft II Editor.



Custom Map Philosophy

The panel kicked off with a breakdown of the design team’s approach to mapmaking into three clear steps:

1) Find the “fun factor.” No matter how intricate or perfectly coded your map is, if it isn’t fun, no one will want to play it. Because of this, it’s a good idea to get your map working as quickly as possible, holding off on final polish and fine-tuning until you know the map is truly fun to play. This can help you avoid a situation where you’ve invested countless hours into a single map, only to publish it and discover that your original vision was never truly realized.

2) Make sure the map is easy to learn. Ideally, players should be able to join your custom map for the first time and feel like they can compete right away. This doesn’t mean your map can’t be elegant or complex, but it should be accessible and intuitive, with gameplay elements that are clear and easy to pick up.

3) Actively seek and encourage feedback. Don’t be afraid to ask questions or act on constructive criticism you receive.

The designers emphasized that, above all, the team’s goal in creating official custom maps is not to upstage player contributions, but to continually provide better, more robust tools for the mapmaking community. By using the StarCraft II Editor to produce official maps, the designers can identify ways to improve the process, making it easier for aspiring and veteran mapmakers to get their work published on Battle.net and maybe even create the next big thing.

All-New Blizzard Custom Maps: Left 2 Die, Aiur Chef, and Blizzard DOTA

The team then went on to discuss how their design approach is applied in practice, using three upcoming Blizzard-made custom maps as examples. They also gave audience members some insight into each map’s inspiration and the overall gameplay.

Left 2 Die



Left 2 Die offers a cooperative take on the StarCraft II: Wings of Liberty campaign mission Outbreak (i.e. the mission where it was only safe to go out during the day), which received a lot of positive feedback from the community. Feeling that Outbreak created a dynamic, fun environment that encouraged coordination and promoted the importance of both offense and defense, the design team adapted this mission into a team-based mini-game that allows players to share tech trees, earn research points by destroying infested buildings during the day, and create elaborate ground defenses, all in the hopes of surviving through the night against hordes of slavering zerg zombies.

Aiur Chef

Players will get to wear the hat of zealot warrior chefs skilled in the arts of cooking and killing in this round-based mini-game. Every round of Aiur Chef will feature a theme ingredient, and players will need to fight (sometimes to the death) to collect components scattered around the map to make a variety of succulent meals. Each dish created using the theme ingredient will award points, and the player with most points at the end of all three rounds will be named Executor Chef, culinary guru of the entire Koprulu Sector.

The designers also shared the origin story for "Aiur Chef," noting that the inspiration for this particular custom map came while browsing through the unit list in the StarCraft II Editor. Upon discovering that there were a number of food objects available, the idea for a cooking-based mini-game where zealots skewered delicious treats on their psi-blades was born.

Allez cuisine!


Blizzard DOTA

After seeing so many great player-made maps based on Aeon of Strife and Defense of the Ancients, the designers felt inspired to create their own adaptation of these legendary StarCraft and Warcraft III custom mods using updated graphics, customized character models, and epic new environments.

Blizzard DOTA will be a 5-vs.-5 mini-game with a chess-board theme, featuring three lanes, two bases, creep-based farming, and an emphasis on protecting key structures. Players will get to choose among 12 iconic heroes from the Blizzard universe, including superstars like Kerrigan, Sylvanas, Jim Raynor, and Muradin Bronzebeard, each with his or her own unique abilities and tactics.

 

It's important to note that all of these custom maps are still in their formative stages and do not yet have a release date. While BlizzCon attendees have a unique opportunity to check out early demos, these maps will continue to be tuned, polished, and possibly even augmented as the development process continues to ensure that they’re epic, balanced, and—most importantly—fun to play.


StarCraft II Editor

Next, the developers showcased several short videos demonstrating the variety of cool visual effects that are possible to create using Trigger and Data Editors to manipulate existing art assets, encouraging avid mapmakers to seek out similar ways to really make their maps shine.

Embodying the design team's appreciation of community feedback, the panelists then highlighted an upcoming addition to the StarCraft II Editor that was directly inspired by player discussion on the Custom Maps forum. In patch 1.2.0, the next major feature and balance patch for StarCraft II: Wings of Liberty, players will be able continually track the mouse position in triggers. A video demonstration of the new functionality in action and a final reminder to the audience that "Feedback Becomes Features" served as a transition into an open Q&A session.

But Wait, There's More...

For those attending BlizzCon this year or watching from home via the BlizzCon 2010 Virtual Ticket, we encourage you to check out tomorrow’s StarCraft II Art panel at 12:00 p.m. PT (pacific time) on the Development Stage to learn more about how our artists are taking custom game graphics to the next level.

Thanks for tuning in!

Quote from: Daxxarri
StarCraft II Game Director Dustin Browder, Battle.net Project Director Greg Canessa, Game Balance Designer David Kim, and Associate Game Balance Designer Matt Cooper took to the Development Stage on the first day of BlizzCon to share unique insights and expertise with newer players seeking to improve their StarCraft II gameplay during the Secrets of the Masters panel early Friday afternoon.

Leagues & Ladders

One of the most basic elements of competitive StarCraft II gameplay is the league and ladder system, since it determines how you are ranked and what kind of opponents you're likely to face. The Battle.net matchmaker is an adaptive system, which means that the more a player plays, the better the system gets to 'know' his or her skill level, with the ultimate goal being for each player to be paired with opponents of equal skill so they win around half of their games. The matchmaker tracks wins and losses and creates a hidden skill rating for a player over time (which is actually a rolling average composed of several different numbers). It can't see how you won a match, so it doesn't know if you won with a cannon rush, or as the result of a lengthy, well-executed strategy. How much your rating changes after a win or loss is determined by how your skill rating stacked up against your opponent prior to the start of the match. On that note, a given player's skill rating is tracked separately for 1v1 and team games, but is not tracked separately by race. While a player's skill rating changes over time, it remains intact from season to season, even if other stats are wiped. A player is initially assigned to a ladder and a division of 100 players based on the results of the placement matches played when first venturing into multiplayer, and that assignment will change over time based on overall performance. Wins and losses will change a player's hidden skill rating as well as a visible public rating, and it is that visible rating number (not the raw win-loss record) which determines their position within the division. The goal, of course, is to ascend to the top of your division and graduate to higher leagues as you become a better player. There are 5 leagues (Bronze, Silver, Gold, Platinum, and Diamond), and all StarCraft II players in a region are split into these leagues by 20% increments. So, Diamond league players represent the top 20% of players in their region.

Just as units are constantly being monitored and adjusted for balance, the leagues and ladders system has also been steadily tweaked and improved since StarCraft II: Wings of Liberty launched, and that process will continue. Several adjustments have been made over time to improve the quality and speed of 1v1 matchmaking, as well as to improve matchmaking in team games. Players who perform exceptionally well can expect to see promotions to higher leagues more quickly. Meanwhile, other adjustments are being made to improve the ladder experience for players just getting into competitive gameplay.

There are also some pretty exciting changes coming to Battle.net in the future that have been based on our players' feedback and our own research. Season 2 is coming, and it will bring with it a ladder wipe, but at the same time, each player's profile will be upgraded with new UI elements, including awesome new artwork which denotes a player's rank within their division, as well as a record of performance in prior seasons, improved detail pages that are more colorful and rewarding for top players, featured replays, and many more. Matchmaking rating will be preserved, so a single placement match will be all that it takes to find your place on the ladder once again. On top of all these new features, two new leagues will be introduced to highlight the top players in each region: the Master League, which places roughly the top 5% of Diamond players in their own league, and the Grandmaster League, a very special, elite league which is comprised of the top 200 players in each gameplay region, which will be visible to other players

Improve Your Game

Many players seem to believe that in-born talent is the primary factor regarding whether a player has the potential to go pro in StarCraft II -- that either you've got the nerves that let you get to 300 APM (actions per minute) or you don't. While talent does play a role, no one emerges from the womb ready to own face at StarCraft II. The truth of the matter is that pro players work, and they work hard to become the best of the best. Most pros play 12+ hours a day, both on the ladder as well as in custom game scrimmages against teammates and associates. Pros also spend a lot of time studying the game when they aren't playing. They analyze their own replays, as well as the replays from other professionals from league games, custom games, and tournaments to formulate strategies, identify weaknesses, and find ways to improve. Most pros also focus their efforts intently on playing a single race, getting to know it inside and out, upside down and backwards, so play always feels second nature. The most important thing to keep in mind is that, even if you aren't a great StarCraft II player now, you can become a great StarCraft II player with practice, study, and commitment. A few pros lent their insights to panel attendees via quotes, and they reflect the kind of attitude that it takes to be a champion:

"Don't stress over losses. Use them to learn your faults. No pain no gain." - Select

"First of all be a fan of the game and enjoy it, then make sure to be 100% committed or you will fail, and last watch day9!" - Huk

"If you're not attacking you're probably losing" - QXC

"Practice a hell of a lot, watch replays of the top players and check out their strategies, and in most cases copy them :). After that refining your play mainly consists of watching your own games -- and ironing out the faults." -Demuslim

The panelists took some time to share insights on each of these points. Keep your head in the game -- wins and losses don't matter as long as you're learning; after all, the matchmaker is working at its best if you're losing half of your games to equally skilled opponents. Psychology is a huge factor in StarCraft II, and if you let yourself get psyched out by a loss, it can cost you games. If you enjoy StarCraft II, then you'll be dedicated to playing, and having fun is vital! Getting better at the game means putting on your thinking cap; don't discount what you can learn from members of the StarCraft II community, such as day9 and others, who provide commentary for the game and take the time to deeply analyze StarCraft II's mechanics and game theory. The insights these members of the community have can go a long way toward you take your game to a new level. Stay aggressive -- it's easy to develop tunnel vision and lose track of what your opponent is doing. Don't get complacent in your own little world, stay on top of them, harass them, and don't let them get into a groove. Sometimes defense is the right way to go, but if you can force your opponent to react to you, and keep reacting, then you've taken control of the game. Finally, find strategies that work, but it's important to keep reaching -- winning is good, but reaching new plateaus as a player is better, and hopefully, more satisfying.

Know Your Limits

Of course the vast majority of StarCraft II players aren't pros. While pro advice is valuable and watching their replays is an excellent way to learn tactics, strategies, build orders, and maps, that doesn't always mean that what the pros are doing (or not doing) is best for you! Watching the replays of pro-gamers is useful if you want to get better, but so is knowing your limits as a player. Some choices seen in pro replays may rely on the kind of skill and execution that's out of bounds for the average player, and so may not be the right approach for someone who isn't at a pro's level of ability. Conversely, don't be afraid to try new strategies, including strategies that would never fly on the pro level. For example, hidden expansions almost never pay off in pro games, but your league game might be a whole different story. Your opponent may not have the multi-tasking skills to deal with your harassment, keep his own economy going, and scout every expo on the map at the same time, so you might be able to turn a tactic like that to your advantage. Don't limit yourself, try new things, and use what works at your gameplay level and against the kind of opponents that you face on the ladder.

Economy

One way that a lot of newer players falter in StarCraft II is how they handle their economy. It's easy to get distracted by building new combat units and teching up. At a certain point, you might get involved in combat and stop making workers or get involved with other tasks. A number one tip for new players: never stop producing builders! Stay ahead of your unit cap, but hotkey your base and when one worker finishes, build another and keep building them -- the income they provide can make the difference between success and failure. You don't even have to have amazing micromanagement skills if your economy (macro) is great -- you might be able to overwhelm an opponent with sheer numbers.

Vespene gas is another source of confusion. When should a refinery be built? How many refineries? How many workers to commit to gas production, and when? It can seem almost random, and the choices to be made in the early moments of a match regarding how much gas to collect, and how many workers to commit can be significant. It's definitely not random, though, and it's best to have a plan, run a build order, and figure out how much gas you're going to need and when you'll need it. Is it a small map with short rush distances, and you plan to overwhelm your opponent with a ton of zerglings with some roaches on backup? You probably don't need to max out two extractors, since one might give you just enough gas to achieve your goals, and you'll want a lot of minerals. On the other hand, a protoss player might want to push a stalker and colossus build. That takes a lot of gas, so maxing out two assimilators fairly early on might be the right way to stay ahead of the curve and keep unit production and tech improvements on track. Of course, if you find that you frequently have a surplus of gas and a deficit of minerals, then it could be that scaling back your early gas production a bit is the right way to go. What's important is making choices that back your overall strategy. Of course, these are the early moments of the game; as you move into mid-game, there's every reason to make sure that you're well supplied with gas, hopefully including income from an expansion or two.

Don't be a miser. Another common mistake from less experienced players is that they don't spend their minerals and gas! Being rich is bad -- minerals in the bank mean units that aren't on the field! Spend those resources, and spend them all the time. Are you attacking? Hotkey your unit-producing structures and keep manufacturing units. Those units you're building now can help secure your victory, or stave off defeat if your opponent counterattacks!

Another vital part of StarCraft II that players struggle with at first is expanding. When is the right time to expand? Where should you expand to? A good rule of thumb to follow is that if you've got a good enough army to protect your expansion, then it's reasonably safe to go for it. You can also expand during a successful attack, but it's usually not a good idea to expand undefended, because you become very vulnerable. Where you should expand, and how swiftly, is dictated by the map you're playing on and the kind of army you've got on the field. Sometimes the decision is easy, and some maps include close, easily defended natural expansions. Do you have a highly mobile force though? Perhaps expanding rapidly, and further away is an option, whereas a slower moving army might want to 'turtle up' on a few expos that are close together and feature useful chokes or exploitable terrain.

Scale it up! Once you do expand, don't keep the same number of unit producing structures. Unit producing structures are pretty cheap, and always good to have around. Best of all, they let you use your newfound riches to build a larger army faster. A good rule of thumb in a situation like this is to double up. If four gateways was good with your starting location, then 8 to 10 is better once you've got your expansion going.

Maps

Map knowledge is an extremely important aspect of StarCraft II gameplay, and one that is often overlooked by players still learning the ropes. There are a few basic things to look for when you take into account your strategy and what to expect from an opponent on a given map. Is it a small map with short rush distances? You might want to adjust your strategy to take that into account. Even if you aren't planning on rushing yourself, it's the sort of strategy you can expect from your opponent on a map like that. On the other hand, some maps, such as Scrap Station, have long ground travel times, but very short distances between bases by air. It's wise to anticipate an air attacks or drops on a map like that, or take advantage of the short air distance in your own build. Also, every map has choke points. Where are the chokes on the map? Most players are familiar with the chokes close to the starting positions,but it's useful to learn and take advantage of the chokes that exist elsewhere on the map. In some cases, controlling the right choke point can yield massive map control and opportunities to expand, such as the central choke on Lost Temple. Learning them and using them to your advantage, or avoiding engagements near them if your units are vulnerable at a choke, is key. Finally, where's the natural expansion on the map? Is it close, and easy to defend? Is it hard to cover and vulnerable to attack? How do cliffs and chokes factor in? What about other expansions on the map? This information plays a critical role regarding if, when, and how you'll expand in a given match.

Combat

One of the most compelling and fun, yet hardest to master elements of StarCraft II is combat strategy and micromanagement. Micromanagement is the fine control which lets you get the absolute most out of your units. While a player's skill in maneuvering units on the small scale can decide a battle, it's equally important to know the terrain and how it affects a matchup. Terrain can dramatically and powerfully alter the balance of power between opposing forces. A good example is the role that choke points play. Take, for example, a small group of zealots and a group of marines of equal value. If the zealots catch the marines out in the open, they'll make short work of them. On the other hand, the marines' gauss rifles offer them a range advantage, so even units not on the front line can still attack. Defending the zealot attack from a choke will turn the tables and give the marines a victory. Even backing up against a handy wall or cliff can prevent an enemy from flanking you or getting a 'surround' and cutting your units to ribbons.

Flanking is another tactic to learn and put into one's arsenal, though it's most useful with fast moving melee units or burrowed zerg. Take a large group of zerglings facing off against a group of marines that they've caught out in the open. All is well, right? The zerglings manage to surround the marines and start going to work, but it takes them time to get into position, and by then the marines are already firing away. A well timed stim, and the zerglings lose the engagement, leaving a few marines to wipe zerg parts off of their armor and gloat. On the other hand, split the very same group of zerglings into three, get a faster surround on the marines -- and even with stim used at the same time, the zerglings come out on top, making mincemeat out of the marines.

Things get fancier when individual unit micro starts coming into play. For example, two opposing forces of protoss stalkers, evenly matched, face each other in battle. If every unit is attacking, one side or the other may come out just slightly ahead. If one group of stalkers is carefully microed -- blinking damaged units to the back of the line and focusing fire on one foe at a time, one group can eliminate the other without taking any casualties at all!

Needless to say, developing unit micromanagement skills is vital to becoming a better StarCraft II player, but there are times when investing too much micromanagement might win you a battle, but cause you to lose the war. As always, tunnel vision is the enemy. While you were busy microing your units to victory against a small enemy force, your opponent might be mopping up the last of your workers halfway across the map. It's important to gauge when and how much to invest in microing your units. Sometimes the right way to go is to attack move your army at a target, then get busy building your economy and more units.

Finally, getting to know counters is important. There are hard counters (units which have massive advantages against others) and soft counters (units which situationally or in sufficient numbers might counter another) in StarCraft II. Once you know what the enemy has, it's usually a good idea to build the right units to counter what they've got, right? That's almost always the case, but there are exceptions. First, there are a few 'true' hard counters. There's not much that a marauder can do against a void ray attacking from the air, for example. Not all counters are absolute, nor are they supposed to be. Some counters can be broken by good micro. A group of marines is normally a hard counter to a couple of banshees, but a skilled player can take advantage of the banshees' superior range and mobility to stay just out of range as the marines advance, and 'kite' them to death. The same is true of other counters, so making do with what you have and learning how to use micro and terrain can turn a losing situation around.

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