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Terran Strategy 101

Posted 29th Aug 2008 02:20 PM by Troglodyte

As the development process continues there’s bound to be some overpowered, albeit interesting, strategies discovered during the testing phase.  Fortunately, Karune has decided to share such an example, an early game tactic that was uncovered for the Terrans:

Blizzard Quote: (Source)
Thought I’d share with you guys that in internal gameplay, we’ve had some poor souls find out the hard way that apparently if you are playing Terran and you immediately lift off your command center to a close by high yield mineral field, you will easily make up the difference of the time lost from collecting minerals during that period, and essentially be able to out produce any other race very quickly. Thus far, it seems like it is easy to defend this new fast expansion strategy. Nonetheless, I’m sure it will be balanced in the coming weeks, but thought it was funny so I thought I’d share.

Sneaky Terrans they are.

As the developers try and work out a way to “fix” this, one fan has suggested forcing the Terrans to research the Lift-off ability:

Blizzard Quote: (Source)
Making lift off a researched ability and hard coating the minerals both seem like interesting ideas - I’ll be sure to forward that along to the devs. Like I said before though, this has only worked on ‘certain’ maps. If anything, those maps could be modified slightly and it would probably fix it.

I think this raises an important point: with the introduction of the gold minerals and destroyable blockades, one might think the Terrans could have an unfair starting advantage.




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Leord
Posted 29, Aug 2008 03:34 PM
(0)
 

Lol, oh my!

Reply
 
Weird Food & Devastation
Posted 29, Aug 2008 04:57 PM
(0)
 

I think a simple solution would be to have a Tier 2 research that allows workers to harvest the gold minerals. You could use the excuse that these gold minerals while high yielding are also incredibly dense and hard, requiring a harvesting equipment upgrade or evolution in the case of the Zerg.

Reply
 
Weird Food & Devastation
Posted 29, Aug 2008 04:57 PM
(0)
 

I think a simple solution would be to have a Tier 2 research that allows workers to harvest the gold minerals. You could use the excuse that these gold minerals while high yielding are also incredibly dense and hard, requiring a harvesting equipment upgrade or evolution in the case of the Zerg.

Reply
 
ubernoob
Posted 30, Aug 2008 01:18 AM
(0)
 

hah, that’s not even a slight problem!
What about the lost time between moving the CC from the blue to the yellow minerals?
In that time the opposing player would have build several units and all he needs to do is send them and kill the “stupid” guy lifting the CC.

Reply
 
ubernoob
Posted 30, Aug 2008 01:18 AM
(0)
 

hah, that’s not even a slight problem!
What about the lost time between moving the CC from the blue to the yellow minerals?
In that time the opposing player would have build several units and all he needs to do is send them and kill the “stupid” guy lifting the CC.

Reply
 
Weird Food & Devastation
Posted 30, Aug 2008 04:42 AM
(0)
 

Yeah destroy the command center with all that air attack that Zealots and Zerglings have. Marines might be a slight problem but only in large numbers and unless they have scouted thoroughly no Terran player is going to rush into another Terran base guns blazing. We all know where the primary start points are in maps. Unless he’s lucky enough to guess the right expansion then the guy who lifted his base is going to quickly get double the minerals of his opponent.

Reply
 
Weird Food & Devastation
Posted 30, Aug 2008 04:42 AM
(0)
 

Yeah destroy the command center with all that air attack that Zealots and Zerglings have. Marines might be a slight problem but only in large numbers and unless they have scouted thoroughly no Terran player is going to rush into another Terran base guns blazing. We all know where the primary start points are in maps. Unless he’s lucky enough to guess the right expansion then the guy who lifted his base is going to quickly get double the minerals of his opponent.

Reply
 
Troglodyte
Posted 30, Aug 2008 05:03 AM
(0)
 

[QUOTE=ubernoob;6237]hah, that’s not even a slight problem!
What about the lost time between moving the CC from the blue to the yellow minerals?
In that time the opposing player would have build several units and all he needs to do is send them and kill the “stupid” guy lifting the CC.

True, however one can’t safely assume that the enemy Terran is making a break for the gold minerals.  If you plan a quick rush to counter this (Protoss with several Zealots) but instead find that he’s still at the blue minerals, then what?  You’ll be behind in tech, with wasted minerals and might even find a siege at your door with only Tier 1 units at your disposal.

The time factor isn’t a big loss unless the expansions are halfway across the map.  Receiving a double income would allow the Terran player to recover from a 30 second relocation (which is a long time) in 15 seconds - maybe less since they’ll get SCVs quicker, thus resulting in a faster harvest.

Ultimately it would depend on the size of the map and how far away the gold expansions are.

Reply
 
Troglodyte
Posted 30, Aug 2008 05:03 AM
(0)
 

[QUOTE=ubernoob;6237]hah, that’s not even a slight problem!
What about the lost time between moving the CC from the blue to the yellow minerals?
In that time the opposing player would have build several units and all he needs to do is send them and kill the “stupid” guy lifting the CC.

True, however one can’t safely assume that the enemy Terran is making a break for the gold minerals.  If you plan a quick rush to counter this (Protoss with several Zealots) but instead find that he’s still at the blue minerals, then what?  You’ll be behind in tech, with wasted minerals and might even find a siege at your door with only Tier 1 units at your disposal.

The time factor isn’t a big loss unless the expansions are halfway across the map.  Receiving a double income would allow the Terran player to recover from a 30 second relocation (which is a long time) in 15 seconds - maybe less since they’ll get SCVs quicker, thus resulting in a faster harvest.

Ultimately it would depend on the size of the map and how far away the gold expansions are.

Reply
 
ubernoob
Posted 30, Aug 2008 10:14 PM
(0)
 

[QUOTE=Troglodyte;6247]True, however one can’t safely assume that the enemy Terran is making a break for the gold minerals.  If you plan a quick rush to counter this (Protoss with several Zealots) but instead find that he’s still at the blue minerals, then what?  You’ll be behind in tech, with wasted minerals and might even find a siege at your door with only Tier 1 units at your disposal.

The time factor isn’t a big loss unless the expansions are halfway across the map.  Receiving a double income would allow the Terran player to recover from a 30 second relocation (which is a long time) in 15 seconds - maybe less since they’ll get SCVs quicker, thus resulting in a faster harvest.

Ultimately it would depend on the size of the map and how far away the gold expansions are.

How about scouting, yeah maybe you won’t find him in the first run, but its basically a fast thing scouting and you don’t need to really go for zealots, you could go for stalkers.
I’d suppose the terran would probably loose from 30 seconds to a minute depending on the map size and where the yellow minerals are, also taking they are close enough for a terran to do such a maneuver!
And taking the build times for barracks and/or factory they will be behind you for at least 3 minutes besides the yellow minerals+30sec to 1 minute the time that took him to float the CC. In that time you should have probably scouted him anyways.

Reply
 
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