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Community Manager
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This week, we’re analyzing:
Psychological Warfare - What kind of mind games do you play over the course of a StarCraft II match to psych out your opponent? What tricks do you employ to hide your build? Strategy, tactics, and skill. At the heart of StarCraft II are the legion of skilled tacticians and brilliant strategists leading armies of zerg, protoss, and terrans to war across the scarred battlefields of the Koprulu Sector. Knowledge is power; the greatest commanders throughout history earned their victories not merely by virtue of strategic brilliance, but also by applying themselves to rigorous study of warfare and the tactics used by those who fought before them. You too can tap into this valuable resource, and that’s where StarCraft Art of War comes in. Are you a veteran player? Are you new to StarCraft II and striving to improve your skills? In this weekly feature, we invite players of all skill levels to ask questions, share their tactics, post replays, and provide advice for understanding, executing and defeating today’s most popular strategies. Don’t forget to up-vote forum posts that you find on-topic and helpful! Art of War Rules:
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#1
3/22/2012
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I pretend to be gay:
Siopao: NYAARRRRGGGHHH!!! I nydused your backside! Opponent:...so? Siopao: Im gay btw...yum! Opponent: wtf... |
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I think some people read too much into a single scout without confirming it later.
For example in ZvP when he forge fast expands there are generally 2 options - get a fast 3rd or go 2 base all in. If I get my 3rd scouted while it is building i will kill the scout, mass roach and all in :) 100% success rate so far. another is if I get scanner sweeped while building tech (like spire) I may cancel and go infestors. Always a laugh when I see him massively over react. |
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Sometimes i will send a small force try to attack and failed, and fall back to defend my base, mean while building banshee in the dark and grouping them right behind opponent base, when their base emptied, i'll strike all the workers and let them deplete their mineral and gas.
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Sometimes against terran i proxy my first gate to make it look as if i'm zealot rushing him. I get out a zealot. Wait for him to overreact with bunkers and continue playing standard.
If he doesn't realize in time I would be having a small force in front cutting his army every time it tries to go down the ramp. I expand. He starves. I win. ...unfortunately I haven't been able to execute this very well most of the time :/ |
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Oh this is gonna be fun.
Mass hallucinations as P Pure air as T despite having double e-bays and a bunch of barracks lying around (they make great walls for banelings + roaches) Changeling wall-offs Double gas steal into mass carrier + DT. Because there is nothing that makes your opponent WTF more than building 2 units that should never work in 1 match up and seeing them wonder how the hell they are going to beat it (its obvious - marine raven. Yet they all go marauder viking...)
I show it to their face. They just think "Why the hell would he do this? Hes obviously doing something completely different. Ill play standard, just to be safe" And then I keep doing it and steamroll them. Though if I feel like actually hiding what Im doing, I would put the tech in an obscure corner of the map with a warp prism/overlord creep (as P or Z) Such as hiding 4 ghost academies before dropping all 4 nukes on a zergs lair tech. Fun times! The best one was when, straight away I told him I was massing carriers that game, and proceeded to win with mass carriers.
Edited by Mossie on 3/22/2012 11:45 PM PDT
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In PvZ I get a wall up at the front and patrol a stalker or two at the edges of my base to snipe any incoming overlords. In PvT, there's not really anything you can do because of scan. I always find fake buildings are not a good idea because they're too expensive to get for no reason other than screwing with your opponent. In PvP generally I'll be getting fast stalkers so I keep him in his base. When an observer is out though, he's going to see everything. I do try and avoid using blink until I have to though, because it reveals information. |
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hallucinations seem to be my key trickery atm
i like to fast expand against terran and most see it as an easy win and rush early, one colosis seems to be all it takes to scare them back to base, or if they attack they focus fire it down and lose most of thier units to everything else so i can easily defend. the best part follows when they return with mass vikings to deal with the colosis, meanwhile ive teched into ht storm and feedback everything for lulz gg |
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Fake a 4gate and instead of throwing down 3 gateway throw down a nexus instead
If the opponent expands first kill him with 4gate if he stays on 1 base outmicro him by expanding Hallucination works very well too, but only if the opponent doesn't have detectors and you don't make it too obvious (like having 10 hallucination colossus which will arouse suspicion and make the opponent throw down a scan) In bronze, psychological warfare is very fun. Send 1 zealot /4 ling/ 2 marine early game and they'll be like OMGWTFBBQ CHEESE and will start turtling like mad. Expand freely and own the opponent. |
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WTF is a turtle
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As a Zerg player in the Platinum leauge, I almost always opt for the fast expand option.
After having done this strategy for quite a while now, I have observed my opponents reactions. They usually react in the following ways: a) Tech up to units with maneouverability to harass drones. b) Move bunker/cannon lines forward to focus on their own macro management. Whilst they do this, I noted that they don't bother to scout further and don't expect any attacks. To pysch my opponents out in this scenario, I muster a small force and deliberately send them out to be seen by the enemy. Once they have seen this force halfway up the map, they tend to over react and quickly start producing units. However, rather than actually attacking, I just send my force back once they get close to their base, and repeat this process a few times. The reason for doing this is to slow down their progress. If they are teching, for example, they have to devote resources to get military rather than tech buildings, and thus units like helions are not produced as quickly or in as many amounts. This allows the zerg player more time to produce drones without significant harassment, and also build the appropriate defences in time. Furthermore, if they are focusing on their macro management, they cut their worker production to produce military, giving the zerg player the economical advantage. It some games I have played, it has come all down to the few extra seconds to fend off fast banshee harass play or mass helions etc. |
As a Zerg player in the Platinum leauge, I almost always opt for the fast expand option. That tactic tends to work better vs zerg than as zerg :-P Making those units early on means you are cutting a lot of drones. |
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There have been several games where I get my workers all destroyed or half my base destroyed and I GG, then decide to stay in the game and both times I have won. I generally don't like doing this tho. Too much rage :(
Most games I just chat about random topics at the start of the game, and warn my opponent that I am rushing to banshes etc. Then I send my scout and if I see whether they believed me. If they did, I will proceed normally, if they didn't then I will banshee rush them. Works in bronze >:) |
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