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 Post subject: SC/SCII Strategy Questions
PostPosted: Fri Sep 16, 2011 12:25 pm  
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Querulous Quidnunc
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Foreword: I'm not interested in playing SC/SCII competitively. Or at all, really. But the other day I was playing SC1 on the flash drive that came with my Mini-Thor pet...I mean, SCII CE...and I was wondering about something that's become of interest to me lately in reading about ancient wars. The question of attrition. In this case, in SC/SCII.

Is Repair useful competitively? How much is it used?
Are Shield Batteries useful competitively? How much are they used? Is it necessary or advisable to stack them to overcome the recharge timer? How have they changed in SCII?
Medics - again, how useful? In tag team games, how often/adviseable is it for a Terran player to send a few to help Protoss/Zerg players overcome attrition? At all? If not, why?

Like I said, I've become really interested in this whole question of attrition in war/wargame settings. Part of why SC doesn't interest me (currently playing Civ III again) is that I play those kinds of games like they're real life - I play conservatively and avoid attrition, which obviously doesn't work at all in RTS games.


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 Post subject: Re: SC/SCII Strategy Questions
PostPosted: Fri Sep 16, 2011 3:53 pm  
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French Faggot
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Shield batteries are too defensive, so they never get any use in actual competitive play. Someone who hugely outskills their opponent might use them to fuck with the other guy, but it's vanity and showboating, just like nukes. I want to say that medics get use, but the game (SC1) so rapidly moves away from infantry when you play Terran that though medics are hugely useful, they aren't exactly great for the units everyone masses. Watch any Korean tournament Terran v Terran, the outcome is determined pretty much 100% by who is a better siege tank commander.

Repair only becomes useful in long games, because Terran on certain maps can turtle really hard and pull a win even if they're getting outresourced. But that sort of caution is reserved only if you didn't manage to win on the tank push, and if you're in a good enough position to avoid the inevitable defilers + dark swarm + zerglings + ultralisks card (read: they can only get to you with transports).


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 Post subject: Re: SC/SCII Strategy Questions
PostPosted: Fri Sep 16, 2011 5:02 pm  
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Querulous Quidnunc
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No no, I mean, in 2v2 matches, is it worthwhile to send Medics to a friendly player who can't build them, a la UED/Zerg scripted missions?

Repair - I mean more, is it worthwhile to play "like real life" and send damaged units back for repair after an offense?


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 Post subject: Re: SC/SCII Strategy Questions
PostPosted: Sat Sep 17, 2011 7:21 am  
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Obtuse Oaf
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Aestu wrote:
No no, I mean, in 2v2 matches, is it worthwhile to send Medics to a friendly player who can't build them, a la UED/Zerg scripted missions?


I didn't play much SC:BW or single player, but.

Depending on the amount of units the Zerg has (air-wise), a few medivacs for a Mutalisk ball/Broodroard is boss mode. Usually you push together, so 'vacs are definitely useful.


Quote:
Repair - I mean more, is it worthwhile to play "like real life" and send damaged units back for repair after an offense?


Have some workers at the back of your army. Yes, it is. If your micro/macro is good.


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 Post subject: Re: SC/SCII Strategy Questions
PostPosted: Sat Sep 17, 2011 9:23 am  
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Feckless Fool
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I cant say for scbw, but in sc2 repair is used incredibly often. There are some strategies where you get a few mech units, take half of your scvs or more and just set them to auto repair. It has been changed so its not nearly as good as it was before, but it is still used. I wouldnt say giving medics to your teammate would be worth it, especially if you dont have much bio either. But in SC2 medivacs are incredibly, incredibly good. If you dont have them and you have bio units in your army, you're doing it wrong.

Shield batteries dont exist in sc2, but from what I understand they were rarely used at all in scb2.

You dont wanna send medivacs to your allies because simply, theyre better for terran, and zerg units self heal.


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 Post subject: Re: SC/SCII Strategy Questions
PostPosted: Sat Sep 17, 2011 7:32 pm  
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Fat Bottomed Faggot
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The only good SC strategy is to be South Korean.


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 Post subject: Re: SC/SCII Strategy Questions
PostPosted: Sun Sep 18, 2011 12:06 am  
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Obtuse Oaf
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Weena wrote:
The only good SC strategy is to be South Korean.


They aren't that great.


It's not necessary to have 400+ APM. Showoffs.


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 Post subject: Re: SC/SCII Strategy Questions
PostPosted: Sun Sep 18, 2011 8:17 am  
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Feckless Fool
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It's not neccesary to have coloured font.


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 Post subject: Re: SC/SCII Strategy Questions
PostPosted: Sun Sep 18, 2011 9:00 am  
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Obtuse Oaf
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quadtard wrote:
It's not neccesary to have coloured font.


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