@LiLxkRaZi If you think warcraft 3 and company of heroes were released in the 1990s... then wow... you definitely dont know your RTS games
How to play Starcraft II like a pro
BlizzCon 2010: Sci-fi RTS game director Dustin Browder joined by game balance designers David Kim and Matt Cooper to talk strategy.
Who was there: Starcraft II game director Dustin Browder was joined by Battle.net project director Greg Canessa and associate game balance designers David Kim and Matt Cooper.
What they talked about: Few games are as synonymous with competitive gaming as Blizzard Entertainment's Starcraft franchise. And while most of the planet isn't likely to be able to go toe-to-toe with the wunderkinds of South Korea, where Starcraft tournaments are a national pastime, a handful of Blizzard designers were on hand to give a few pro tips to the workaday multiplayer gamer in a BlizzCon 2010 panel titled "Starcraft II: Secrets of the Masters."
Canessa kicked off the panel by first explaining a bit about how Battle.net's matchmaking and ladder system for Starcraft II works. First, he noted that the matchmaking system is an adaptive, learning one, where the more matches a player undertakes, the more accurate the matchmaking system becomes. He also noted that a player's win-loss ratio isn't particularly important; instead, a player's skill versus the opponent's skill is what matters.
Blizzard's Battle.net chief also noted that skill tracking is per match type, so a one-vs.-one match operates separately from a two-vs.-two game. That way, he said, players of a high skill rank shouldn't be deterred from playing with their less-skilled friends, as it won't impact their individual rank.
Canessa also made a couple of announcements, saying that Starcraft II would soon feature a master league, which would be a level above the current top-tier, diamond. The top 1-2 percent of players in any given region will be invited to this league. A second new tier, the grandmaster league, will also be introduced, where only the top 200 players in a region will be invited to compete.
The discussion then turned to just how the top-tier players became as good at Starcraft II as they are. The Blizzard team noted that these players all compete in ladder play like everyone else, but they also spar with one another in custom games. Practice makes perfect, and the team noted that the pro players often spend more than 12 hours a day honing their skills, trying new strategies, and watching film.
The team also noted that psychology is a major element of top-tier play, and they offered a few words from the best Starcraft II competitors. "Don't stress over losses. Use them to learn your faults. No pain, no gain," commented Select, with QXC adding, "If you're not attacking you're probably losing."
Watching top players compete is also an excellent way to learn, but the team noted that their strategies are not the be-all and end-all. After all, the average gamer isn't a pro, and the people they're competing against aren't top players either. Therefore, it's a good idea to gain inspiration from the pros and then adapt the strategies for their level.
As for the nitty-gritty basics of improving, the team noted that it's important to build lots of workers to grow a substantial economy of resources. With 80 workers, for example, a gamer's army can be that much bigger, thanks to all of the resources those units are bringing in. Adding to that, poverty is a good thing in Starcraft II, and players shouldn't horde their resources.
More advanced economy strategy involves figuring out in advance a strategy for attack and then determining how integral vespene gas is to that equation. Expansion is also important. If the strategy involves lots of fast units, spreading out is a good idea. However, if a player builds a slow-moving army, it may be best to keep expansion close to the home base.
Shifting to combat, the team emphasized the importance of terrain. Choke points, walls, and high ground are all integral to success, as they can help a smaller army route a much larger army. Flanking the enemy, whereby a group of units are attacked from multiple sides, can help win a battle.
The team also cautioned against directly controlling units during a battle. If it's an important battle, the team highly advocated it, noting that it can make all the difference in winning that individual encounter. However, participating in that battle instead of just letting units attack can greatly impact a player's ability to continue growing their army and producing new units, which can ultimately lose them the war.
Quote: "Poverty is a good thing in Starcraft II."--David Kim, on resource management.
Takeaway: Not to state the obvious, but Starcraft II strategy runs deep. The easiest way to gain a step on the competition seems to be to pump out resource-gathering units, as well as make sure that battles are undertaken with choke points and other terrain in mind. As for the rest, it's best to just go online and watch what the pros are doing.
Content you might like…
-
Blizzard unveils revamped $1.6 million 2013 Starcraft II tournament season

Developer reveals overhaul to World Championship Series; cofounder Mike Morhaime discusses changes.
- Apr 3, 2013
Users who looked at this article also looked at these content items.
Hot Stories
Newsmakers
-
Xbox One has preowned fee - Report
Microsoft confirms all discs must be installed to HDD to play; secondhand owners required to pay an unspecified fee. Full Story
- Posted May 21, 2013 11:44 am PT
-
Xbox One will launch this year
Microsoft formally announces Xbox 360 successor during media event; will support live TV and Skype; features 500GB hard drive, 8GB RAM, Blu-ray drive; 64-bit architecture. Full Story
- Posted May 21, 2013 10:09 am PT
Featured Stories
-
The Simpsons writer signs on for Angry Birds movie
Emmy-winning writer Jon Vitti, who penned "Mr. Plow" episode of The Simpsons, working on 2016 film based on Rovio's game. Full Story
- Posted May 20, 2013 12:23 pm PT
-
Grand Theft Auto V premium bundles revealed
$150 Collector's Edition includes money bag, snapback hat, blueprint map, artwork, and various in-game items and bonuses; all preorders receive access to pilot atomic blimp vehicle. Full Story
- Posted May 23, 2013 5:44 am PT
-
Atari to sell RollerCoaster Tycoon, Test Drive franchises at auction
Bankrupt publisher hoping to bring in at least $22 million from upcoming asset auctions. Full Story
- Posted May 23, 2013 9:43 am PT
-
38 Studios court case begins
Arguments in legal battle between defunct Amalur developer and Rhode Island presented in court today; state claims it has "avalanche" of evidence against 38 Studios. Full Story
- Posted May 22, 2013 1:51 pm PT
-
Katie Couric acknowledges one-sided violent video games report
Network journalist acknowledges one-sided violent video game report; invitations to Bungie and the Entertainment Software Association were declined. Full Story
- Posted May 20, 2013 10:45 pm PT






