Reere reacted to BabyToss in Five problems of StarCraft II
The attitude of a lott of high level players is definitelly an issue. They grow quite an ego and expect everyone to fall down to their knees, just because they reached that grandmaster (High Master) league. Not only that, but they also become too self-centered and take the skills they have for granted, so everyone, who is below them is a scrub not worth their time, unless they pay them money. The way I see it - That is imo why we also see very few high level players invested into helping others to raise - it means that there would be less opportunities for them, and since there already very few "spots", they do not need more competition for these "spots".
I'd very much prefer to see the higher level players being more interested in growing our game; as raising new generation of players would mean the game will keep going on, as well as we'd get to see more players on the scene. So, definitelly, the attitude needs a serious shift. But then again; there's still very little support for that mid-level class of players from the organizations and tournament organizers. That is also why we will always see the same players on the top, as breaking through to the scene is close to impossible.
Reere reacted to vVv OrganicBear in Five problems of StarCraft II
I think a big problem in professional esports is how everyone expects a salary and travel benefits immediately upon reaching Grand Master league. The problem is, there's no real-world model to support this expectation. Sure you can go to a major-corporation-backed store and get a job working minimum wage working a menial job with no experience, but in gaming there are no such corporations. I think this is the big disconnect. While people whine about the shrinking middle class and make posts lamenting how good players aren't getting the attention they deserve, nothing changes.
The problem is players only see success as being the best in the world, winning that MLG or IPL or Dreamhack or IEM and getting the huge fame and a big contract with salary. That's an extremely risky way to approach a career and inevitably will lead to failure far more often than not.
The #1 problem with the SC2 pro scene right now is attitude. So many "underrated" players just want to play the game and make money by being good at the game. But without adding value and building marketable skills they are just setting themselves up for failure. Suppose they do join a team and get paid and live in a team house, what happens in 2-3 years when they fail to have success, lose their contract, and have to go back out into the real world? If all they've done is play the game, they just lost 2-3 years off their career path for nothing. That's extremely damaging to eSports.
On the other hand, look at players like Incontrol, who DON'T just play the game. It would be difficult to argue that he's one of the best players, OR one of the best casters, yet he's immensely successful. He gets up every day and interacts on twitter for part of the day. He's active in making appearances on shows, events, casting gigs, etc. He streams not just to play the game in front of an audience, but he is actively talking to his audience, reading chat, answering peoples' questions, etc. He created marketing videos for EG. He's developed such a powerful resume, that if he decided to give up SC2 or gaming in general he'd have an extremely good resume to shop around.
We need attitudes to shift. eSports can't survive if it's just players playing games. We need more people like Incontrol to develop a rich scene and create a path for success for players after their gaming career ends. Players need to embrace these things as part of being a professional gamer.
Reere reacted to Robo Gunner in Mirametrix Eyetracker Feedback
the concept of it is great but i feel that if one watches several games in a row with it, gets really annoying. how lone star did it with showing it once in a while i thought was well balanced. i think the use of this will be better used for coaching and analyzing games instead of watching games for entertainment.
Reere got a reaction from BlameGame in Climbing the SC2 ladder~
That's so awesome! So happy to hear you're doing well! Sounds like you're executing the build perfectly as you're reaping the exact results we're looking for. Personally for me this build is what was the gateway that led me to slowly understand all the other standard builds of pros, where the difference of a 15h/15p and 15h/17p is being able to afford a extra hatchery GG WP~!
Reere reacted to Fearful in Motivation Guys!
So hey guys, this is Fearful speaking and I am going to tell you about my journey in Starcraft 2.
I got it on July 27, 2010 and loved it from the start.
I got started out in bronze league and was a little disappointed since I used to play BW but have not played it in years.
A week of playing, and I finally made it to silver where I got stuck for a while since my computer broke down.
So I stopped playing for a few months and played again when I finally fixed my computer.
After all that, I joined an organization called Nyquist Gaming in hopes to meet new players and people my skill level to practice with.
After I had gotten accepted, I was on the C team for players in Bronze-Gold. From there I met this player named Ghozza. Him and I met and he practiced together. From there on out, I managed to make it to gold by focusing on one build for each matchup and got decent at it for gold levels.
After I made it to gold, I found it really hard to make it to platinum and that was my goal for the time-being. It took me 3 months to make it to Platinum, but I had finally made it.
After I made it to Platinum(got there by focusing on mechanics), I thought it took forever to make it to diamond. I was in vVv gaming at the time and I got promoted shortly after I got coached by Titan when he was still around. Fun guy!
So anyways, I was in diamond and was really content with it but eventually got saddened because I thought my skill cap has peaked. I thought that there was no way for me to get better and that I was going to stay stuck in diamond forever.
So a year later, which is now, I managed to make it to master and had learned to never doubt myself. The reason why I was stuck in diamond and the other leagues for the matter was not because of skill, but because of motivation.
If someone has no motivation to do something, how can they expect to achieve it?
I learned that talent is not the only way to get good at the game. Practice and determination and motivation are all factors too! If you are dedicated to what you love and stick with it, you can succeed. If you are at the right place at the right time with the right people, you can and you will succeed.
If you can't find inspiration to get better but want to get better, use me as an example. I started out in BRONZE. That is B-R-O-N-Z-E! If I can make it to master, so can YOU. Glon started out in silver and now he is in GRANDMASTER!!! If he can do it, so can I.
What I am trying to get across is that you can do whatever you set your mind to. If you truly want something, you will fight for it. If you don't get what you want, you either have to continue fighting for it or you didn't want it enough. My grandfather taught me that. So, if you are thinking that you have peaked at your skill level, you are wrong unless you truly believe that. Because what you believe is normally what happens.
This applies to all aspects of life and not just Starcraft 2. Have fun gaming guys! Good luck in your real life. And remember that you are capable of anything you set your mind to. You just gotta keep fighting for what you believe you can do.
Reere got a reaction from BlameGame in Climbing the SC2 ladder~
Ah yes! I've tried that too
Depending on the damage the roaches cause I usually have 2 routes after that. If significant damage was done, I transition into a 2base baneling bust. The bust isn't an all-in, I take a 3rd and saturate it behind the bust, from there I'd be just inches away from hive techh and 3/3 so it would be snowball damage.
If the roaches didn't do much, I just try to make it into a standard macro game. We would be behind if the roaches did no damage, but nothing unrecoverable~
Reere got a reaction from RazorHedge in Climbing the SC2 ladder~
Background: I'm a Zerg GM player, climbed my way up the ladder from Silver. This was something I wrote a while back, hope it helps those going through the same journey^^
I was replying to a forum post about improvement and promotion. I ended up writing a wall of text. Thought it might help others going through same journey~
Here’s my 2cents for chasing a promotion & improving up to Diamond:
Pick one Build Order for all matchups:
Pick a safe standard opening for your race and do it across your match-ups. The reason for picking only ONE build order, is so that you can spend the rest of your thoughts/brain power on other stuff such as spending your income, not getting supply blocked etc. etc.
Having 1 build order per matchup complicates things as you may end up trying to remember what to build next half of the time if the matchup hasn’t been coming up often.
During my climb in ladder up till Diamond I only had one opening. 14g/14p/21h. This is a very safe opening, anyone could argue that 15h is the better economical opening and I wouldn’t disagree. But back then my mechanics/macro still needed a lot of work, and I felt there was no point for me to open economical if I’m banking 1000minerals every single game. I was better off with a safer opening, and working on my mechanics/macro from there.
Pick one composition for each matchup and stick to it:
This goes along with the first point. Fiddling with the composition that’s trending at the moment, or something that looked overpowered on a stream is actually counter productive to macro/mechanics training. Find a standard composition you’re comfortable with, and do it each game. This free’s up much of your thought process to concentrate on the mechanics/macro that really matters.
This is what I used from Silver -> Masters. I only started to change up and experiment after I hit Master.
ZvT - Muta/ling/bane
ZvP - Roach/hydra/corrupter
ZvZ - ling/bane/roach
Pick one mechanic at a time to work on:
As easy as it sounds to work on both worker production and not getting supply blocked, it’s actually much more complicated. In my experience, working on ONE thing at a time is much more productive and a lot faster than trying to juggle two-three foreign concepts at once. Choose 1 thing to work on, move on when you think you’ve conquered it.
Back in my Gold days, I felt that my biggest fallback was injects. So what I did was ONLY work on injects for about a month plus. I took it another step further and played 100 games vs very easy AI before I stepped back on the ladder. Against the AI was opening as per normal, building all the things in a normal game but watching my injects extra carefully. I’d quit game at 10minutes and start over again. Any queen with energy above 40 I’d considered a ‘failure’ of the exercise.
Don’t worry about win/lose a game.
Of course we all play this game to win, but the journey of improvement will have many losses as well and the sooner we accept that the easier time we’ll have in this journey. As White-Ra famously said “If you want to win, you must lose first.” Don’t always depict the win on who GG’d at the end of the game. Perhaps in a tournament environment that is relevant, but outside of that a win could be never getting supply blocked in the game. Or managing to scout something coming at the right time even though you didn’t successfully defend it.
I had many different ‘winning’ scenarios during my climb in ladder. During my inject training days, a win was having all my queens below 40 energy all game. During my supply block training days, zero supply block for the whole game was a win. During creep spread training, having creep closing in on the opponent base by 14min was a win. During scouting training, as long as I scouted correctly, saw everything I could see at the right time it was a win, even if my response to it was wrong and I gg’d at the end of the game.
I share this foundation because I feel that all these concepts like the Spending Quotient theory are great things to work on but are difficult to work on if you’re adding the ‘payload’ you already have in game. Choosing 1 build order, 1 composition, over time you simply develop muscle memory over the builds and your brain is truly just working on the ONE new concept, such as the Spending Quotient.
GLHF GLGL to promotion~!!
Reere got a reaction from BlameGame in Climbing the SC2 ladder~
oh you. <3~
That's absolutely right. External things (things outside SC2) could definietly have an effect on your gameplay which is partly why I suggest working on specific things and creating muscle memory. There are aspects of the game that shouldn't require a thinking process. These include build orders &amp;amp; unit composition. If you get these two items embedded in your memory, eternal factors do minimal damange to your foundational gameplay. It's like brushing your teeth, no matter what mood you are in the morning, no mood will make u forget how to brush your teeth because you've done it THAT many times.
We tend to get so caught up on timings, scouting, the current metagame where we forget that very little of that changes what we actually do ingame. I use to scout back in Silver. After about 2 weeks of scouting, i stopped. Why? Simply because it didn't matter what I scouted, I wasn't gonna change my build order, I didn't know any other build orders. I took out scouting and focuses purely on my side of the game, and imo it felt a lot more efficient than trying to do the 'right things' at the 'right time'.
Contrary to popular belief, I believe it's possible to hit Master by playing your own game. If you have perfect mechanics, hit your timings spot on, have your build orders super crisp. It doesn’t' matter what your opponent is doing. Over the course of the game you will simply have more of what they have, and overwhelm them.
That's a fantastic build. It really does catch a lot of P's off-guard and with the current metagame having FFE being the standard PvZ opening right now makes it really effective.
My main concern with this build is, it's a cheese. The way you have figured out the build order, the canceling of the hatch to squeeze the roaches in + speed research right after that makes it very low eco. Transitions are possible, but you would be playing from behind if you failed the roach attack. Like all cheeses, there is a response to completely kill it. It's essentially a coin flip that's heavier on one side due to the current metagame. While effective on ladder due to the large pool of players, in a tournament environment of BO3s &amp;amp; player research, this would be a trump card up your sleeve, but imo shouldn't become your standard play.
Opening gas does feel disgusting vs FFE macro games, but if we look at the numbers and statatics it's really not the end of the world. Gas is essentially 4 drones off minerals early game, and opens the tech of speedlings and/or roach. The chances are if you opened gas, and your opponent scouted it, he would build a few extra canons, or gateways to seal the walloff which he is sacrificing economy for too.
With that, I present you a eco-friendly roach opener. The roaches come out about 10-20 seconds later than your build, but behind it you will have 2 base 2 queens and freedom to drone. I use only use this for ZvT, but I believe it could be used in other matchups as well.
18-24 drone (or lings, whichever you feel safer with)
24 Roach Warren
23 2x Ovie
@ 140 gas pull out 2 drones
As soon as RW is done you should have exactly enough minerals/gas to make 6 roaches. Squeezing in a 7th is up to you.
As soon as roaches are in production, make another queen once 150minerals are available, and drone drone drone drone drone drone drone from there.
Even if your roach attack fails, you could have close to a 2base saturated economy by the time your opponent tries for a counter attack. Of course there are lots of variables to this openers success as well, but it keeps us in the macro game while opening with roaches.
Hope this has helped! GLGL~!
Reere got a reaction from BlameGame in Getting to masters?
I went from Silver to GM, I would say Diamond > Master is the most difficult leap in all the promotions. Here're some tips to help:
- A good gauge for expansion timings for Zerg is by using our larva as the indicator. In macro games, when we have spend all of our larva and have enough minerals for a expansion, it's generally a good time to expand.
- Spend your larva. Make something, anything. Don't keep idle larva.
- If you're floating minerals. Anytime you have 500+mins and aren't making anything, drop a hatch. Expo or macro hatch both are good choices.
- imo always choose a safer build/decision over a greedy one. Once you master safety, you can slowly chip away and be clear on how greedy you can be, and what you can get away with.
Example: I did 1 build for all matchups until I hit Master. 14g14p21h. Many would argue that 15h is the better opener, but I had no idea how to build on the economic advantage. I was losing games with 500-1000+ minerals banked. The economy gained wasn't worth me losing the game.
- Keep playing! It's ok to rage and be frustrated, but do remember more gg more skill. The more games you play, the more you understand the subtle timings and patterns of each race. Every game is a gain, there are no pointless games, not even against cheese!