Strategy Guides

What is StarCraft II?

by on Oct.26, 2010, under Strategy Guides

starcraft2 key StarCraft II is the last word competitive real-time strategy game, and the sequel to the hit authentic, StarCraft. The game will embody three completely distinct and balanced races, the protoss, terran, and zerg, which have been overhauled and re-imagined with quite a lot of new models for each, in addition to new methods for a few of the basic models which might be returning.

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Protoss Void Ray Rush

by on Oct.27, 2010, under Strategy Guides

starcraft2 void rayOn this technique it’s all in regards to the Void Rays. They are a very powerful unit and lucky for the Protoss players they will get them out quick for some early recreation harassment.
But in fact there are some exceptions as there are for all models and builds. The perfect counters towards Void Rays are marines, hydras, mutas, vikings, stalkers, and phoenix. The factor about Void Rays that you should note is the longer they target a unit or constructing the more damage it’ll do.
So with that knowledge you’ll be able to already understand that they do properly towards models with numerous hp similar to thors, ultralisks, battlecruisers, and carriers. In addition they do extra harm when attacking over cliffs which can be dangerous information if you have a wall at your base.
So to get them out all you want is a stargate. Be sure to have some items defending your base after which save your chrono boost for your Void Rays. It’s best to start harassing when you will have 2 or 3 Void Rays.
They go good in opposition to Zerg since they don’t have anit air tier one items which are zerglings and roaches. Void Rays are greatest used to take out the opponents base resembling a Hatchery, Command Heart, or a Nexus as this can set them again so far that if you happen to pull this off then that pretty much means game.
Just be careful for marines particularly once they have stimpack. Hydras could be just as good.

On this technique it’s all in regards to the Void Rays. They are a very powerful unit and lucky for the Protoss players they will get them out quick for some early recreation harassment.
But in fact there are some exceptions as there are for all models and builds. The perfect counters towards Void Rays are marines, hydras, mutas, vikings, stalkers, and phoenix. The factor about Void Rays that you should note is the longer they target a unit or constructing the more damage it’ll do.
So with that knowledge you’ll be able to already understand that they do properly towards models with numerous hp similar to thors, ultralisks, battlecruisers, and carriers. In addition they do extra harm when attacking over cliffs which can be dangerous information if you have a wall at your base.
So to get them out all you want is a stargate. Be sure to have some items defending your base after which save your chrono boost for your Void Rays. It’s best to start harassing when you will have 2 or 3 Void Rays.
They go good in opposition to Zerg since they don’t have anit air tier one items which are zerglings and roaches. Void Rays are greatest used to take out the opponents base resembling a Hatchery, Command Heart, or a Nexus as this can set them again so far that if you happen to pull this off then that pretty much means game.
Just be careful for marines particularly once they have stimpack. Hydras could be just as good.

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4 Warpgate Rush

by on Oct.27, 2010, under Strategy Guides

starcraft guide strategyThe 4 Warpgate Rush is an extremely fashionable StarCraft 2 construct for Protoss players that focuses on placing heavy stress on the opponent, and protecting it on by constantly warping in items at a proxy Pylon. Whereas it is technically possible to transition out of this rush, it is thought of “semi-all in” as it’s essential to both do important economical harm to your opponent or flat out win inside a number of minutes of your initial push. There are numerous variations of this build, though the standard define is as follows:
9 Pylon
12 Gateway (Scout with Probe)
14 Assimilator
16 Pylon
18 Cybernetics Core
19 Zealot
23 Pylon
24 Stalker
25 Research Warpgate Technology
27 Gateway
28 Sentry
30 Gateway
30 Gateway
31 Proxy Pylon
What do these numbers mean?
The build is fairly straightforward from this level on. As soon as your Warpgate analysis has accomplished, you’ll want to continuously warp in models at your proxy pylon outdoors of the enemy’s base (your unit composition must be based mostly round no matter you scout your enemy making). Move your military into the enemy’s pure expansion. If you find his army at his enlargement and have the superior pressure, Forcefield his ramp with your Sentry to dam off reinforcements and engage. In case you don’t find his army on the growth, ship a unit or two up his ramp to verify the dimensions of his force. In the event you don’t think you may win the combat, continue to warp in items till you feel protected to engage.
On some events, you could discover that your opponent has scouted your four Warpgate Rush and  invested in a considerable quantity of static protection similar to Bunkers, Spine Crawlers, or Photon Cannons. In this scenario, it’s best to abort the push and instantly develop to catch up in economic system except you’re positive you break through.
Ideas:
Feel free to make use of your Chrono Enhance nonetheless you see match, but ensure to avoid wasting 50 power to Enhance your Warpgate Analysis twice.
If possible, do not let your opponent scout your third and fourth gateway: place them after you’ve killed their scout, disguise them in a nook of your base, etc.
As a basic reference, Gateways positioned when WarpGate Analysis is at 50% completion will full at across the same.
It’s usually a good suggestion to put a second proxy Pylon at a special location just in case one is scouted and destroyed.
Nearly all build orders are a tough estimation and may normally be tailored depending in your enemy’s actions. ALWAYS scout your opponent and regulate your construct accordingly.

The 4 Warpgate Rush is an extremely fashionable StarCraft 2 construct for Protoss players that focuses on placing heavy stress on the opponent, and protecting it on by constantly warping in items at a proxy Pylon. Whereas it is technically possible to transition out of this rush, it is thought of “semi-all in” as it’s essential to both do important economical harm to your opponent or flat out win inside a number of minutes of your initial push. There are numerous variations of this build, though the standard define is as follows:
9 Pylon12 Gateway (Scout with Probe)14 Assimilator16 Pylon18 Cybernetics Core19 Zealot23 Pylon24 Stalker25 Research Warpgate Technology27 Gateway28 Sentry30 Gateway30 Gateway31 Proxy Pylon
What do these numbers mean?
The build is fairly straightforward from this level on. As soon as your Warpgate analysis has accomplished, you’ll want to continuously warp in models at your proxy pylon outdoors of the enemy’s base (your unit composition must be based mostly round no matter you scout your enemy making). Move your military into the enemy’s pure expansion. If you find his army at his enlargement and have the superior pressure, Forcefield his ramp with your Sentry to dam off reinforcements and engage. In case you don’t find his army on the growth, ship a unit or two up his ramp to verify the dimensions of his force. In the event you don’t think you may win the combat, continue to warp in items till you feel protected to engage.
On some events, you could discover that your opponent has scouted your four Warpgate Rush and  invested in a considerable quantity of static protection similar to Bunkers, Spine Crawlers, or Photon Cannons. In this scenario, it’s best to abort the push and instantly develop to catch up in economic system except you’re positive you break through.
Ideas:
Feel free to make use of your Chrono Enhance nonetheless you see match, but ensure to avoid wasting 50 power to Enhance your Warpgate Analysis twice.If possible, do not let your opponent scout your third and fourth gateway: place them after you’ve killed their scout, disguise them in a nook of your base, etc.As a basic reference, Gateways positioned when WarpGate Analysis is at 50% completion will full at across the same.It’s usually a good suggestion to put a second proxy Pylon at a special location just in case one is scouted and destroyed.Nearly all build orders are a tough estimation and may normally be tailored depending in your enemy’s actions. ALWAYS scout your opponent and regulate your construct accordingly.

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