Now I've never been an avid SC player, but unless I miss my guess, Starcraft is famous for it's micro, although not in it's spell department. But maybe that's just the Koreans taking it to a whole new level beyond us mere mortals
I honestly never thought it had much micro. But yeah I'm sure for any hardcore player who does ladder games and such, they probably have a world of complaints about it. But I think the spellcasters are pretty easy to manage. It's when you start having spellcasteres like the ones in Warcraft 3 who can negate and undo spells that your spells are doing. And that's just kind of annoying to do a spell, then someone immediately undo it. Then you just have a lot of back and forth of those redoing spells then others undoing spells.
Quote from "HARDCOREPOORE" »
i usually go with NE heres my plan about 70% win 1v1
warden, few archers, hunts gather exp
KOTG, catapults more hunts, small attack
DH, alot more catas, hunts, and even some druids (bear and claw)
GG
and if u wanna jus screw around get archamge really fast and go in and blizzard the enemies pesants before they can build anything, only works on noobs!
Interesting. So then how do non-noobs counter that strategy? It sounds mildly akin to the zergling rush.
Yeah. And that's simply what is so great about Starcraft. There's really only a few spellcasters for each group that you have to worry about. And most the time a player will use less than that because maybe one out of the three don't fit their playing style. Like if you're Zerg, you might not mind dealing with Defilers abilities because it's not like you're using a Queen anyway.
Even certain abilities of a unit a player might not want to invest in. Like obviously Dark Archons are great. But you might just want them for the mind control and that's it. Or you might just want Science Vessels for their EMP and not their Irradiate ability.
In WC3 though, I'll take the same approaches with certain units. The Elf Priests for instance, I don't upgrade their training cause I only need them to heal. I never use the polymorphs cause it's just too easy to dispel for what you have to go through to gain that ability.
It could differ slightly in meaning for other players, but for me, micro is having to manage all my spellcasters effectively. It can be very difficult when you're in the middle of a battle. And the computer and human players usually target your spellcasters first, healers especially.
That's why I like the Shadow Hunter. A good healing unit that doesn't die too easily.
Yeah, Grunts and Taurens can last forever when used right.
The thing with the skeletal warriors, if to have six necromancers stationed wherever your base can be invaded. Then you have two meatwagons next to the six necromancers. Since they make two skeletal warriors out of two corpses, you can send twelve in at once to confront the invading force, and the cooldown for the raise dead spell isn't too long that you can raise twelve again while the first twelve are still fighting. It works great to protect your base.
There really is a lot of micromanagement in Warcraft 3. That's what I liked about Starcraft more. How could have 12 units selected, and just go in with them and get a lot accomplished without having to worry too much about special abilities.
But anyway, I'm most used to Orcs, even though they don't have any decent flying units. The Wind Riders are fun, but they die too fast. I really like the Shamans and Witch Doctors. But they also die too fast. I like Orc heroes the best though. I go with the Tauren Chieftan, Blademaster, and Shadowhunter. I used to like the Far Seer, but his Ultimate spell is kind of lame cause it really only damages buildings. And once you've taken enemy units out, there's no need to be able to destory buildings fast.
One things I've discovered about the Undead recently is how marvelous Necromancers are for defense. I don't like to take them out on offenses cause they get target right away and killed, but keeping them next to your base next to a couple corpse exhuming meat wagons is the perfect way to stem the tide of an offense. It allows you to take your Undead heroes out of town without worrying to much about defending the base.
I appreciate your reply nonetheless. And I usually play melee or free for all on the maps. I just thought it'd be fun to discuss what units and stuff people like to use.
I've been getting into Warcraft 3 again, just playing campaigns. But soon I'll be designing some maps and playing online again. I've always been pretty comfortable with the Orcs. I like their Heroes and their spell hotkeys are always easy for me to do in a nice succession. However, I'm still not as good as I'd like to be. Before the Orcs got the new Troll hero that does the Healing Wave, I never felt like the Orcs had a decent healing unit. Since the Healing Wards could be destroyed and cost too much mana.
I'm currently working on getting better at Humans. I like their Elf Priests for Healing, and the Paladin is a great Hero. But I guess my point is, I'm wondering if anyone would like to discuss what race they like to play and what strategy they use for each race? Cause I could use some pointers.
Interesting. So then how do non-noobs counter that strategy? It sounds mildly akin to the zergling rush.
Siaynoq's Playthroughs
Even certain abilities of a unit a player might not want to invest in. Like obviously Dark Archons are great. But you might just want them for the mind control and that's it. Or you might just want Science Vessels for their EMP and not their Irradiate ability.
In WC3 though, I'll take the same approaches with certain units. The Elf Priests for instance, I don't upgrade their training cause I only need them to heal. I never use the polymorphs cause it's just too easy to dispel for what you have to go through to gain that ability.
Siaynoq's Playthroughs
That's why I like the Shadow Hunter. A good healing unit that doesn't die too easily.
Siaynoq's Playthroughs
Siaynoq's Playthroughs
The thing with the skeletal warriors, if to have six necromancers stationed wherever your base can be invaded. Then you have two meatwagons next to the six necromancers. Since they make two skeletal warriors out of two corpses, you can send twelve in at once to confront the invading force, and the cooldown for the raise dead spell isn't too long that you can raise twelve again while the first twelve are still fighting. It works great to protect your base.
Siaynoq's Playthroughs
But anyway, I'm most used to Orcs, even though they don't have any decent flying units. The Wind Riders are fun, but they die too fast. I really like the Shamans and Witch Doctors. But they also die too fast. I like Orc heroes the best though. I go with the Tauren Chieftan, Blademaster, and Shadowhunter. I used to like the Far Seer, but his Ultimate spell is kind of lame cause it really only damages buildings. And once you've taken enemy units out, there's no need to be able to destory buildings fast.
One things I've discovered about the Undead recently is how marvelous Necromancers are for defense. I don't like to take them out on offenses cause they get target right away and killed, but keeping them next to your base next to a couple corpse exhuming meat wagons is the perfect way to stem the tide of an offense. It allows you to take your Undead heroes out of town without worrying to much about defending the base.
Siaynoq's Playthroughs
Siaynoq's Playthroughs
I'm currently working on getting better at Humans. I like their Elf Priests for Healing, and the Paladin is a great Hero. But I guess my point is, I'm wondering if anyone would like to discuss what race they like to play and what strategy they use for each race? Cause I could use some pointers.
Siaynoq's Playthroughs