sunnuntai 6. lokakuuta 2013

Designing some macro practice targets

Hoarding them resources by saturating bases:
The optimal should be 3 bases with 16 workers on minerals and 3 in each gass. Getting 3 bases asap and getting them saturated asap should be good right?  Unless something is coming.

-> until you have 3 full bases chrono workers -> bench mark your worker count
-> bench mark how fast you saturated your bases (workers transfers etc)
-> take 3rd quickly enough -> bench mark 3rd timing
-> do not supply block so that you actually can get workers..
-> identify situations where you can not do this but you have to either
     delay 3rd or
     stop making probe or chrono something else


Spending them resources:
Could there actually be some inherent order in which it would be best done?

1) Tech:
Open tech paths as soon as possible.
Should be synchronized to scouting like if they go to hive -> tech to stuff that would beat hive units?
Note situations where you should have had diff. tech.

2) Making upgrades:
Forge or 2 as soon as possible. Keep ups rolling.

3) Increasing production:
More gates & more robos & more stargates

4) Making units:
Make only when required. Note the situations where you had too few units and track how you would have decided different based on scouting or as predefined? (scouting is always better than predefining?) What was the army supply (were u behind in numbers) ? Did you have correct units and positioning (how much u lost)?

TRYING TO PLAY AND ANALYZE AT LEAST 10 GAMES PER DAY FOR THIS.

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