VoyForums
[ Show ]
Support VoyForums
[ Shrink ]
VoyForums Announcement: Programming and providing support for this service has been a labor of love since 1997. We are one of the few services online who values our users' privacy, and have never sold your information. We have even fought hard to defend your privacy in legal cases; however, we've done it with almost no financial support -- paying out of pocket to continue providing the service. Due to the issues imposed on us by advertisers, we also stopped hosting most ads on the forums many years ago. We hope you appreciate our efforts.

Show your support by donating any amount. (Note: We are still technically a for-profit company, so your contribution is not tax-deductible.) PayPal Acct: Feedback:

Donate to VoyForums (PayPal):

Login ] [ Main index ] [ Post a new message ] [ Search | Check update time ]
Subject: Tactics Series 001 - 082601 20h43


Author:
Kevin
[ Next Thread | Previous Thread | Next Message | Previous Message ]
Date Posted: 03:47:57 08/27/01 Mon
Author Host/IP: proxy.lga.netsetter.com/206.65.190.134

RUSHES

Rushes seem quite simple to perform, but if you look at them closely, you will realize just how difficult they are. First of all, a good rush should include the following "requirements":

1) Adequate Minerals
2) Building Placement
3) Early Reconnaissance

Now all this might sound smooth and easy, but it takes a lot of micromanaging to perform correctly. First thing, minerals. The more minerals you acquire in a shorter period of time will allow you to fare over other rushers. I mean, it only makes sense! Under this topic also includes the balance between the number of resource harvesters and how closely together your minerals are to your Command Center/Nexus/Hatchery. (Now with uses of new hack to modify the map editor, people can create about any unit they want on their map wherever they want. I have included this file on my page, [Files/Downloads] )

Second, building placement should be considered. If you are performing a 5-pool rush (explained in detail on [Tactics/Strategies] page) as the Zerg race, then you would want your Spawning Pool as close to your Hatchery … ON THE OTHER SIDE AS YOUR MINERALS! This cuts down on the Drone’s travel time and ultimately, you will get your Spawning Pool over others. Also, this is in effect for planning for late game strategies. If all of your buildings are spread apart, there is more chance that your unit production in being hindered because of the loss of efficiency.

I believe that early scouting is VERY important. I mean, think about it, if you don’t know where your enemy is, but you have your six (6) Zerglings up and ready, by the time you find your opponent(s), it would be far to late into the game. By this, I mean possibly five (5) minutes after the game started.

I’ll be posting a lot more tactics and strategies more frequently when my page is done!!!

[ Next Thread | Previous Thread | Next Message | Previous Message ]


Post a message:
This forum requires an account to post.
[ Create Account ]
[ Login ]

Forum timezone: GMT-5
VF Version: 3.00b, ConfDB:
Before posting please read our privacy policy.
VoyForums(tm) is a Free Service from Voyager Info-Systems.
Copyright © 1998-2019 Voyager Info-Systems. All Rights Reserved.