| ▲ | bee_rider 11 hours ago |
| Dumb question from someone who only played money-maps as a kid: What do the numbers in front of the building mean? 12 Hatcheries seems like… well, 12 seems like a possible but implausible number of hatcheries to build (hypothetically it is possible of course). And 12 spawning pools is obviously not useful. So that makes me think it is the position in the build order list. But, they list other builds, like: > The second is the 12 Hatch, 12 Pool, 12 Gas Which doesn’t make a ton of sense in with that parsing. I mean it must not be a straight list. Maybe it is a tree, and 12 is the depth for this building? But that seems late, I can’t think of 11 buildings to build before gas. Maybe they include units too? Or maybe just drones/overlords? |
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| ▲ | stackghost 10 hours ago | parent | next [-] |
| IIRC it started with "4-pooling" which is when, as Zerg, you build a spawning pool while only having 4 workers (it's been years, forget what they're called), rebuild your 4th worker and then start making zerglings to achieve a super-early attack (a "rush"). Then your opponent calls you all sorts of vile names and questions your sexuality, etc. |
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| ▲ | TeMPOraL 9 hours ago | parent [-] | | That's only if you manage to get the first two zerglings out faster than it takes for opponent's SCVs to arrive at your base and kill your drones (that's the name of Zerg workers) :). | | |
| ▲ | stackghost 5 hours ago | parent [-] | | Probably. I was a Protoss main and always sucked at playing Zerg. I used to pray they'd go hydralisks so I could drop a reaver into their drones. | | |
| ▲ | TeMPOraL 5 hours ago | parent [-] | | Reaver drops were super annoying. Some friends I played regularly with at school liked to do it, forcing me to always keep a Siege Tank some distance from each resource cluster. One friend was particularly fond of Shuttle+Reaver micro (and their even more annoying cousins, Shuttle+Reaver over a cliff, and High Templars cliff drop), forcing me to commit two tanks per base. As you can guess, I was a Terran main. While my recipe for Protoss friends was plain heavy metal, I took my frustration out on Zerg players. One thing I loved to do was to have two science vessels cast Defensive Matrix and Irradiate on each other, and fly them over enemy drones. People who haven't seen it before got mightily confused by what's going on. Doubly so when they decided to throw a "quick reaction" Mutalisk squad at them, only to watch them all die. (That was even funnier than calling in a nuclear strike and flying a building over the red blinking dot to hide it. You'd think a random Engineering Bay floating in enemy's main would be a clear giveaway, but people always got so stressed by the "nuclear launch detected" warning that they couldn't connect the dots in time.) SC:BW was a game like no others. |
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| ▲ | SynasterBeiter 11 hours ago | parent | prev | next [-] |
| It denotes how much supply you should have when you start the building. All of your supply at this stage comes from workers, so it's also an indication how many workers you should train. |
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| ▲ | gs17 9 hours ago | parent | prev | next [-] |
| > And 12 spawning pools is obviously not useful. I vaguely remember a Husky video where he actually did a "9 pool" with building 9 spawning pools. |
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| ▲ | moefh 7 hours ago | parent | next [-] | | There might be a video where this happens, but I think it's more likely that you're misremembering it; there was a somewhat famous game cast by Husky where Cella[1] (a professional player) was joking around on the Internet playing 2v2 (2 teams of 2 players each). He asked his partner what strategy he should use, the person responded with "13 gate" (meaning: keep building probes until you have 13, then build your first warpgate). Cella pretended to misunderstand and instead built 13 warpgates, which is a horrible strategy, but they still won the game. They only won because his partner could barely defend him in early game while he was building the warpgates. After surviving early game, it wasn't a fair fight even with a horrible strategy, because it's a professional against "normal" people on the Internet. I don't think the video exists anymore, Husky famously removed his whole channel with a lot of StarCraft 2 early history, but I found this Reddit thread[2] talking about the game (WeRRa was Cella's team at the time, that's why they call him CellaWeRRa). [1] https://liquipedia.net/starcraft2/Cella [2] https://www.reddit.com/r/starcraft/comments/dyjk9/cellawerra... | | |
| ▲ | BlueTemplar 4 hours ago | parent | next [-] | | I like this one (from low level SC2)... I'll not saywhat it is about exactly for spoilers' sake (avoid the comments) : https://youtu.be/gLVJq2MHHmk | |
| ▲ | gs17 4 hours ago | parent | prev [-] | | Yeah, I think I merged the 13 gate Cella video with the 6 pool gag from the music video. It's sadly been a long time. |
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| ▲ | bee_rider 8 hours ago | parent | prev [-] | | That would be just a flex or a joke or something, right? | | |
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| ▲ | narcindin 11 hours ago | parent | prev | next [-] |
| Is it how many workers you have when you build that building |
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| ▲ | TulliusCicero 8 hours ago | parent | prev | next [-] |
| People already explained that's it's how much supply you have. In practice this is easier for people to use than actual clock timings, because it's more robust to delays or interference. If you remember "third rax at 30 supply" then even if you're playing a little slow, you will still know roughly when to build that. But if you memorized exact clock timings and now you might be 20+ seconds behind, it's hard to know when you should fit in the new building. It's not perfect of course, and if you get cheesed and the game goes weird then you'll have to start improvising rather than relying on just supply timings, a lot of times after a cheese where neither side definitely wins, the balance between tech and economy is now very non-standard and you can't rely on conventional rules of thumb anymore. |
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| ▲ | zzlk 11 hours ago | parent | prev | next [-] |
| It's the supply of when you should build it. In the early game it's essentially how many workers you have. |
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| ▲ | Reason077 8 hours ago | parent | prev | next [-] |
| Doesn't it mean you build your expansion once you have 12 worker units? |
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| ▲ | 11 hours ago | parent | prev | next [-] |
| [deleted] |
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| ▲ | LegitShady 11 hours ago | parent | prev [-] |
| In the game you build buildings and units. The units take up "supply" which there is a limit on. At the beginning of the game you mostly just building workers (unless you scout your opponent is going for an extremely early attack), who mine resources and construct buildings. The numbers indicate the supply you should be at when you build the structure. so a 12 hatch 12 pool 12 gas means you get to 12 workers and then build those 3 buildings in that order as soon as you have the resources for those. For zerg the workers actually become the building, so I assume you hit 12, build the hatchery, build another worker, build the spawning pool, build another worker, and then build your gas refinery. |
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| ▲ | starcraftgamer 8 hours ago | parent [-] | | Yes as zerg the lost supply is counted, so you can either go 12 hatch 11 pool 10 gas or 12-12-12 if you want to be a little bit more economically greedy at the expense of making it much harder to hold 8rax in ZvT as an example. As you get later into the game people who play more seriously also use the in-game clock, or timing a building placement relative to how complete a different building is to determine building timing. This helps with subtleties like whether you lost your scouting worker or not (-1 supply), if the early game got really weird because you had to build more units to hold some aggression, etc. |
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