Added: 2 years ago
From: LitoDirector
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  • Here a great advice, use the hotkey for saving group of unit or building hold Ctrl and press a number where u want to save it u can directly choose the building by clicking in the number where u save it.

  • whats the song from?

  • ... wow, no comment... ok a comment.

    1) scout with your depot scv... damn!

    2) earlier refinery

    3) make the scv irst before you go into any sort of split, and work on the split

    4) geta machine shop rite after ur factfinishes, this allows you to get tanks or mine upgrade so your not behind on any tech switch

  • more SCV.. earlier refinery and for the love of god, scout.

  • Check out the amount of mins you have. you save up to 600 at one point. If those mins were converted into rines or an earlier refinery, you could have held him back.

    I assume you're a non believer of infantry, from the amount you make. I recommend checking out the FD build, which utilizes a small group of rines to help your tanks position themselves.

    Also, you didn't really scout. If you spotted the relatively early cybernetics core upgrading goon range, you could have went for tank or mines.

  • stop spamming

  • wtf?

  • keep your vultures alive early on and youll always win the mines stall/stop players in their tracks while you mass up ur push dont forget to put medics in the marine groups and micro the vultures around ur force and the enemy to guard the tanks

    if your playing two out of 3 bunker rush 2nd time around

    8/10 - Barracks

    9/10 - Supply Depot

    10/18 - Scout. On a four player Map Scout two Mains at once

    @Barracks 100% - Rally on Zerg's Natural and pump Marines

    15/18 - Supply Depot

  • drop vultures into the enemys mineral line every once and while to stall production and make a valkarie or two science facility 2nd armory and engineering bay and 3-4 science vessals

    against zerg upgrade iradicate to take out defilers, overlords, and ultralsk upgrade emp for protoss to take out their sheilds

    expand and continue to controll the middle area with a ball of fire power

    my push hot keys

    1- 12 marines

    2- 12 marines

    3- 12 vultures

    4- 12 goliaths

    5678- 4 tanks

    9- science vessal

  • make a comand center at natural expansion and refinery make a dropship

    use the mines to see if your opponent has mostly zergling/zealot or hydras/dragoons or only a few attackers and build from there lings/lot you would make a 2nd factory with machine shop and armory and micro vultures at the workers and defend with seige tanks and goliaths while building up for push b4 2nd and 3rd barracks if hydra/goon build a academy enginering bay a comsat station and your 2nd and 3rd barracks then factorys

  • if the enemy has ranged attackers get the wraith away to base unless against zerg cause you can micro aroung killing overlords have the two vultures run to the mineral line and attack the workers attack then run away press the p button then click the mineral line then click away to run and the vultures will attack while running from fire destroying workers along the way do not let the vultures die run if the ranged attacks get you to 20-30 hp heal at base the mines will stall for a minute or two

  • after factory is finished make a starport and 2 vultures when vultures are finished make a machine shop and upgrade mines when starport is finished make wraith lift up your barracks and have the vultures lay mines on the ramp outside the enemys ramp, the choke point of their natural, and where the 2nd nexus/hactery would go in their natural expansion make two more vultures and scout with the wraith if the protoss player only has zealots put the wraith inbetween the nexus and the mineral line

  • your wall in wouldnt work the barracks has to be the bottom most building.

    you were up against the protoss so the depots could go on the right or top side of the barracks

    if its the zerg you can only place depots on top to the barracks and not beside

    if a marine can walk through the wall the zerg can get through

    if a scv can get through a zealot can get through

    build your 1st depot before the barracks

    when you wall in right make 2-4 marines

    then a 2nd depot and refinery then factory

  • hotkey your command center, learn all teh keys of your units and their commands(you waste a lot of time watching your marines to move somewhere and click hold), after your factory finishes, get the add on and upgrade siege(the goons will rape you if you dont, when yhe protoss stops,(means hes teching up), so its your time to attack with tanks vultures and scvs to make a contain in front of his base with turrets, mines and siege tanks, and slowly push into his main/expo..

    thats all i can think o

  • In my opinion you really oughtta make a shitload more SCVs as early on as possible to speed up things. Second, you went and built like 6 or 8 buildings before building any defense like turrets or bunkers. Fuck those factories; worry about tanks when you've already got enough infantry. Start with the supply depots to make room for all the units, then a mix of bunkers/turrets and as many marines as you can get to fill the bunkers and cover every approach. That's what I do anyway, but I'm a noob.

  • thank for the song name also dont follow 388dmac advice just learn to do a siege expand

  • also small tip u que to much that messes up build orders

  • fuck im favoriting this just so i can listen to the music song name plz

  • Song name: Ice Crystals

    Song is in Statistics & Data, just click on it under Favourite to view all the song details.

  • u need to hotkey ur comand center early game and ur army as well there is no need for random spamming at the beginning of the game its just to warm up ur hands for high apm late game which you need to work on just keep practicing. gl hf

  • kind of nice music xD

    OK LISTEN TO ME CAREFULLY

    the most important thing you fail at is your apm

    you are just not able to do so many actions as it is required. the only thing you can do against it is playing many many games and train a lot...

    if you just want to practise or if you want some strategy tips and stuff send me a message...

    then we can play, im on europe bnet

  • ok, here is the deal...

    One of the disadvantages of protoss is that when it comes to 2nd tier tech, protoss are always at a timing disadvantage. This means the toss player has to adapt to your strategy. Scouting his base is essential, but any normal toss player will try and goon contain a terran from fast expo. Use tanks to deal with this problem. Keep an eye out for DTs since alot of toss players tend to sneak those in especially on frontal choke maps. The worst thing you did was panic.

  • Keep making scv's still about 8/10. 8/10, make a supply depot.While thats going, get a barracks going. Then get those lost scv's going and when those are going, take one worker from the mineral field and make a refinery. When the supply depot is done, put about 2-3 marines in the queue. Use put 1 new scv on the gas and send one to minerals and one to make an engineering bay. When thats done lift the bay up and move the back. Make 2 bunkers and missle turrets at the front/exit of your base.

  • haha so funny, marking all units like a retarded but when it comes to mouse precision you need around 2 secs lmao

  • there's no point in having high apm if you don't use it. your scvs were sitting there for awhile. use space bar to help you out, it focuses the screen on the last message so when your scvs finish, you hit space bar and you're right to your mineral line.

  • scout the area(send a marine or scv)  find the enemy base, play aggressively then you win

  • get a tank, one tank, and toss wouldve pushed back

  • He should have also lifted the barracks and sent his scv after the goon, this would have allowed both of his marines to start attacking the goon. The toss player would have to pick between killing the scv first or the marines. Usually, they just turn tail and run, not risking the lose of the goon.

  • sweet music!! what is it!@??

  • lolz. bunkers are also a really nice thing to have i think when you're looking at dragoons first off

  • the more information you have on a battlefield the better. Always, no qauestions asked. Best to know where their base is first and foremost before really your defense is even in place. that means scouting, planning out what kind of strategies once you know what kind of troops they might be offering you on the battlefield.

  • Comment removed

  • hot damn, awesome quality.

  • too many unnecessary move from the beginning.. rather not to do anything and just focus on moving SCV to gather minerals.

  • He was warming up his fingers, keeping his APM high. There is a reason all the Korean Starcraft pros do it.

  • If your spam apm messes up what you're actually supposed to use your apm to (like moving your workers), then don't spam. The most essential thing for this guy is to focus on strategy and then worry about speed when he gets comfortable with the game. Also, focus on the things that are actually important: like building workers early on, instead of using precious time microing your worker away from the new supply depot. HINT: right when you've placed the building shift-click on a mineral patch.

  • You do have a point, after watching the video again I see that the player actually doesn't have a high apm, he really isn't using his hotkeys like he should be.

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