Showing posts with label Strategy. Show all posts
Showing posts with label Strategy. Show all posts

Tuesday, May 24, 2016

Overwatch gameplay settings and a few quick tips

Overwatch menu options, gameplay settings and a few quick tips

I don't claim to be GOOD at the game, or anything, but I can hold my own in the matchmaking.  These tips are from my own matches, and from watching through Seagull's twitch video archives (https://www.twitch.tv/a_seagull).  Most of these are questions and answers that he answers about two or three times every hour or so.

  • Enable kill feed.  This shows who kills who, and when, in the top right of your screen.  No one knows why this is turned off by default. gameplay>kill feed display>on
  • Disable windows mouse acceleration.  This may already be off in the Overwatch settings, which supposedly use raw mouse input, but it is useful for any PC gamer who doesn't know about it.  Here are instructions and even a tool that can do it automatically for you.  http://donewmouseaccel.blogspot.com/2010/03/markc-windows-7-mouse-acceleration-fix.html
  • You can customize the crosshairs, globally and individually hero-by-hero.  You can change the crosshair color, such as to green for contrast on more backgrounds.  You can also change the shape, such as to a dot for easier aiming.  You can turn on or off the crosshair bloom, to show the weapon spread or recoil.  These are customizable globally or hero-by-hero, if you would like. controls>reticle>bloom/type/color
  • Increase your FPS as much as you can, lowering your graphics settings if necessary for better performance.
    • You can view your FPS and performance stats by enabling the following video>display performance stats
  • You can switch voice chat from "push to talk" to "always on", if you are grouped with a few friends but also matching up with random people. sound>voice chat mode>push to talk/always on
  • You can turn "skirmish while finding match" on or off.  Some love it, some find it annoying. gameplay>skirmish while searching>on/off
  • melee key <default is V>
  • crouch key <default is CTRL>.  Crouch walking mutes your footsteps.
  • Stand on the objective on defense, as well as offense.  This can push the timer back on assault, and halt or move the payload backwards on escort.  On offense, having more people on the payload moves it faster, and the payload also provides passive healing to nearby heroes.
  • Shoot the shields.  A Reinhardt shield has 2000 HP, and a Winston bubble only has 600.  You can break them, but not if you don't shoot at them.  (Do NOT shoot the Zarya shields.  This gives her energy!!)

The following are general gameplay tips.  You can learn these much more in-depth by playing the game, watching streams, watching youtube guides, and playing the game.

  • Learn the maps
    • map paths and chokepoints
    • locations of health packs
    • how yourself and enemy heroes can move around the map
  • Learn the heroes
    • Movement abilities, map-specific movement options
      • Genji double / triple jump plus dash, genji/hanzo wallclimb
      • Junkrat, Pharah, Soldier 76, Bastion during tank-mode, and a few others have rocket jumps
      • Lucio wallrun.  Also note that his speedboost amp it up is one of the most powerful abilities in the game with proper team coordination
      • May's walls can let you reach some interesting places if you cast them below yourself or an ally.
    • Unique game settings for particular heroes.  controls>click the 'all heroes' tab> view an individual hero A few examples:
      • Mercy guardian angel and healing beam targeting options
      • Soldier 76, Zarya, and others should enable viewing allied health bars (off by default for some reason)
      • Widowmaker's zoom reduced sensitivity is adjustable
    • Some heroes have unique headshot / critical locations, notably Bastion's glowing back panel when he is in Configuration: Sentry.
  • Learn the audio queues
    • You can hear enemy footsteps (and mute yours by crouching)
    • The same goes for gunshots or other attacks.  You can hear them hitting or missing and determine enemy locations.  For this reason, sometimes, spamming from long-range will give away your position in a negative way, even if you do hit for a few damage with it.
    • Enemy ultimate audio cues are louder than teammate ultimates.  Hearing them can give you time to change tactics, such as knowing that Widowmaker has activated Infra-Sight and the enemy team can see through walls as you move around corners.
  • Be willing to switch heroes mid-match
    • You must be able to play something useful to your team in every role (dealing damage, tanking, and supporting).  You almost always need at least one healer and at least one tank that can absorb damage for your team.
    • You don't have to play ALL the heroes, just a selection that can fill all roles.  Something that can take out an entrenched Bastion or Torbjorn turret with its support.  Something that can deal damage at range, something that can skirmish in close quarters.  Something that can flank, or anti-flank.  Something that can provide useful team healing.  Something that can absorb damage for your team.  Something that can deal with enemy snipers.  I specifically avoided the Blizzard default terms "offense / defense / tank / support", as those are not as useful.  There are only three main roles - dealing damage, tanking, and supporting.
    • Different sections or points of particular maps, or whether you are on offense or defense, may necessitate a hero swap.  Don't stick to one hero just because you want to; do what is best for your team, and be flexible!

Tuesday, March 17, 2015

Competitive Magic Primer


Here is a list of resources and concepts for a person aiming to be semi-competitive at Magic: The Gathering.  In order of importance, 3-2-1.

As always, demonstrate good sportsmanship.  Stay hydrated, and keep healthy snacks in your bag.  Get plenty of sleep and regular exercise.  The body cannot live without the mind - but the reverse is true as well.

3. Deck choice, Card choice, Metagame, Drafting, and Deckbuilding

Read articles and watch videos

Watch live/archived tournament coverage
Youtube archives

Watch Professional/skilled player/live tournament streams

Look at recent tournament results and decklists
StarCityGames, TCGplayer, http://mtgtop8.com/, etc.

Playtesting important matchups versus high-caliber opponents
If you bring your deck, and your partner brings theirs, you are not Playtesting.  You are merely playing.  To Playtest, you must build or proxy top performing decklists, and play matches both with and against the deck – including sideboarding.  It helps to have a specific goal in mind for testing – what are you hoping to learn?

Playing your deck in multiple tournaments or on Magic Online is the other way to playtest – also known as grinding.  Grinding is also pretty much the only way to playtest limited.

2. Rules

Learn the actual rules
You don’t need to read the Comprehensive Rules, Tournament Rules, and Infraction Procedure Guide cover to cover.  You do need to know what they contain.  It really helps you play better and communicate with your opponent or a judge much more clearly.

Below are some sections or concepts that are worth reviewing.

Keyword abilities and common card interactions
Steps & Phases of the turn CR:[500 to 513]
How to Cast spells / Activate abilities CR:[601] and [602]
Triggered Abilities [CR:603]
Replacement effects [CR:614]
State-based Actions [CR:704]


Mulligan and sideboard procedure
Communicating clearly with your opponent
Outside assistance/notes
Calling a Judge, appealing a ruling
Legally conceding or intentionally drawing games or matches [link]
Tiebreaker Math
Clearly communicating with your opponent
Tournament shortcuts and out-of-order sequencing

Calling a Judge
Slow Play [link]
Missed triggers [link]
Other Penalties and Infractions


1. Playing the Game Itself

Making strategic decisions on how, when, and why to play your cards:

To learn more about how to play better, start reading articles and watching videos.  Seek out people who you think are better than you are, and ask them to play with you and give you advice.

Identifying your role
Technical play
Tempo
Card Advantage
Calling a Judge
Communication with your opponent clearly
Deducing what cards your opponent might have
Playing around cards - if you can
Tracking life total changes with Pen & Paper
Using appropriate dice or tokens to maintain a clear game state


SEQUENCING YOUR PLAYS CORRECTLY

and

PLAYING TO YOUR OUTS


Sunday, April 21, 2013

MTG Draft Advice

“How do I get better at booster draft?"

“What tips do you have for an absolute beginner to drafting?"

“I don’t like draft because people get mad at me for ‘signaling wrong’, for taking Tablet of the Guilds first pick instead of Sphinx’s Revelation."
 
Drafting is complicated.  It requires you to, under pressure, choose cards while drafting, use those cards to build a deck, and then play several matches of magic with that deck.  Each of these three tasks requires you to evaluate and make decisions quickly.  The decisions you make while drafting impact the decisions you can make while deck building, which impact the decisions you can make while playing.  These decisions compound upon each other.

Drafting is complicated, but if you come prepared, you come in control.  Drafting is less random than it first appears, because you get to make all the decisions.   Don’t fear these decisions – embrace them!

In this article, I assume you
  1. Know the basic rules and how to play magic
  2. Understand how drafting works
  3. Want to learn, with the goal of winning more fun games and matches when you draft.
If you watch high-level players draft, or read on forums or articles about drafting, you will see a lot of advice, references, and comments about "signaling".  About knowing what your colors are, when to commit, when to abandon your first pick rare.  About knowing “what’s open” in your draft.  About pick orders.

These are advanced topics that assume you know and will already utilize the basics of drafting, deckbuilding, mulliganing, and playing Magic.  You want to learn about these topics, or you want to learn about a specific draft format? (Lorwyn-Lorwyn-Morningtide, 3x Gatecrash, Kamigawa Block?) Google them.  Go search for articles.  Look on forums.  Find videos, and guides.  I will not teach you these things here today.

My article aims to teach you the basics of drafting, deckbuilding, mulliganing, and playing Magic.  There is a list of TL;DR bullet points towards the end.


BEFORE THE DRAFT:
1) TAKE CARE OF YOURSELF 
Key Point: Other factors than the game itself can affect your game.

Get plenty of sleep
Eat healthy  (whole grains, lean proteins, fresh fruits and vegetables, in reasonable portions)
Get some exercise (I find rolling out of bed and exercising first thing in the morning works best for me, before breakfast.)
Shower, manage your personal hygiene and appearance
Find activities to relax and de-stress.  (your mental health is just as important as your physical, and requires attention and care)

These are not jokes.  Take care of yourself.  Being happy and healthy both require effort, and will impact every aspect of your professional life, personal relationships, and performance in your hobbies.  Being happy is a choice.  Being healthy is a choice.  Treat yourself right – it is hard work, and it is the most important thing you can do to improve yourself.  Including your gaming ability.  It's called leveling, right?

Back to Magic:

2) READ ALL THE CARDS IN ADVANCE 
Key Point: you don’t have time to read and figure out what the cards do while you are drafting them.  Commons and Uncommons make up the bulk of your decks, and are what you should focus on learning.

Go to gatherer and pull up the advanced search tool.  Set the expansion(s) to the set(s) you will be drafting.  Read all the cards.

Now, remember, when you draft, you open booster packs.  Each booster contains 15 cards - 11 commons, 3 uncommons, and 1 Rare or Mythic Rare.

What cards are going to make up the bulk of your draft decks?

COMMONS.

Now that you have read all of the cards you will be drafting, you might want to start studying them.  During the draft, you don’t have time to learn what the cards do.  You have to understand what they do before you sit down at the table.  You don’t need to memorize all stats, or know every card in the set (though that helps).  But you need to know them well enough that you can see the art and the card, and know approximately what they are, and what they do.

In order of most to least importance, you should
Study the commons
Know the uncommons
Be aware of the rares and mythics
Beware of exciting rare syndrome when drafting.  Compare the rare to the commons, and remember even if you take it, it will still be only one card in your deck.  Sometimes they are bombs that can take over the game, but sometimes it’s just a six-drop when your deck desperately needs that two-mana creature, or more removal spells.

The mythics and rares can be big, and splashy, and powerful, but you won’t have more than one or two. Even one or two good rares would be extremely lucky. You CAN reasonably hope to see a particularcommon at some point in the draft, and that is why you should plan around the commons.

The fact that you “just needed one more land to get your dragon out” means diddly-squat if you die with it in your hand waiting for that land!

3) UNDERSTAND THE ABILITIES AND INTERACTIONS ON THE CARDS 
Key Point: You need to know how and which cards work well together, so you can benefit from the synergy or combo that they make.

Example: In Gatecrash Draft,
a. If you control Experiment One and Cloudfin Raptor, and cast Knight Watch, how many times does evolve trigger?  How much power do you end up with in the end?
b. Can you cipher onto a Keyrune?

You not only need to know what the cards are and do, you need to know how they work, and how they interact.  With the release of each set Wizards of the Coast publishes detailed FAQs and information on exactly how every card works.  Use this resource, and ask questions about anything you don’t understand!
  
Now you have seen all of the cards you will be drafting.  You know how they interact with each other, and which ones work well together.  You totally went and did that – you’re not one of those people who reads the article and doesn’t follow the advice, right?  You went to gatherer and read all of the cards, so that once you sit down to draft, you already have an idea what they all do.

[answers: a. Evolve triggers 4 times.  Experiment one becomes a 2/2, cloudfin raptor becomes a 2/3, with the Knight tokens you have 8 power total.  b. Yes, as long as you activate the keyrune and turn it into a creature before your cipher spell resolves, you can cipher onto a keyrune, and it will even still be encoded in later turns when you activate the keyrune again.  See the Gatecrash FAQ for clarification and more info.]


DRAFTING, DECK BUILDING, MULLIGANING, AND PLAYING YOUR LIMITED DECK

Now you are ready to open your pack and start picking cards!  Right?

Woah woah woah, slow down, hotshot.  First you need to understand what you are looking for, and why.

4) COLORS 
Key Point:  Stick to two colors when possible. 

In your average limited format, your deck should be two colors.  This varies widely between formats, though.  Some formats have great mana fixing (cards that allow you to make or access multiple colors of mana.  Green often has this ability, and some lands or artifacts help as well).  This mana fixing can allow what is called a splash, which is where you run ~1-4 cards that are not in either of your main colors.  These cards have to be particularly powerful, or fill a necessary void in your deck.  The risks of splashing is that you might not have the correct colors of mana when you need them – which is why mana fixing is so important when you do decide to splash.

This is draft.  How do we know what colors we are going to play?  Doesn’t it depend what cards we open, and what cards people pass us?  Alternatively, what if I don’t understand any of the blue cards in this format, and don’t want to play blue?  What can you do?

There are lots of ways to handle your color choice when drafting, two of which are particularly popular.  1) is to use your first few picks taking the most powerful card in each pack.  Even if those cards are different colors, you take the most useful and powerful cards.  By the end of pack one you should be able to decide on a main color, and possibly a second color as well, and going into packs two and three you can take only cards from your best colors.  2) is to do what is known as forcing.  This means you decide before sitting down to draft “I am going to play <strategy>”.  For example, “I am going to play RED-BASED AGGRO”.  So you immediately take all the red cards you can, even if they are mediocre and there are better cards in the packs.

Both of these two approaches have their benefits and drawbacks.  The better you get, and the more you learn a format, the more you will know when and how to choose your colors.  For now, start with either drafting powerful cards until you decide your colors towards the middle of pack one, or force a particular color/set of colors. 

5) MANA CURVE AND FORMAT SPEED 
Key Point:  You need to be able to interact in the first few turns of the game.  It doesn’t matter if your hand is full of Dragons if you are burned to a crisp. 

How aggressive is the format?  What kind of pressure can you expect, what will you need to race against?  How good are the average creatures in this format?

No matter the answer to these questions, while drafting and deckbuilding, you need to keep in mind your mana curve, based on the converted mana costs of spells (particularly creatures) in your deck. 

[Converted Mana Cost:  A card’s converted mana cost is the total number of mana the card costs, no matter of what colors.  Grizzly Bears costs 1G, so its converted mana cost is two.  Hill Giant costs 3R, so its converted mana cost is four.  These two creatures also happen to be why people call a 2/2 for 2 a “bear”, and a 3/3 for 4 a “hill giant”]

More expensive spells are generally more powerful than less expensive spells.  A 2/2 creature may cost less mana than a 5/5, but it also has less impact.  So why shouldn’t you just draft as many big, expensive creatures as possible, since they will outclass the little guys?

There is a caveat.  A 5/5 creature outclasses a 2/2 creature ONLY WHEN THEY ARE BOTH IN PLAY.

An army of little guys plus a removal spell or two will kill you before you reach enough mana to start playing and attacking and blocking with your huge 6-or-more-cost guys, no matter how many of them are still in your hand.

This is where the concept of a “mana curve” comes from – you need to balance your deck such that you are guaranteed to have relevant spells to play in the first few turns, and then have a smaller number of bigger spells that you can play later in the game after you have drawn more land.

How to balance your mana curve varies by the format. In Zendikar draft you wanted lots of 1, 2, and 3 mana creatures, because the format was very aggressive. In Shards of Alara, the games were generally much slower, so you could buy time to reach six mana and play huge beasts and dragons more reliably.

However, even in a slower format, you still can’t have something like nine 6+ mana creatures in your deck. They will get stuck in your hand, and once you reach the mana to play them, you’ll be under a lot of pressure. On the flip side, you can’t afford to have too many one mana 1/1’s, or you will get stalled and then overrun. Against an empty board, your threats should be able to put your opponent on a clock – a one-power creature rarely does this. They are too low impact, unless they have a powerful utility outside of just attacking and chump blocking. Prickly Boggart, Judge’s Familiar, or the Black or Red Denizen’s just don’t do enough to justify a slot as one of your 40 cards.

6) YOU NEED ENOUGH LANDS AND CREATURES 
Key Point: You need enough lands and creatures for your draft deck to function.  As a rule of thumb, you want 16-18 lands, and at least 15 creatures.  Stick to EXACTLY 40 cards for your deck – if you run more, the odds you draw your best cards are lower!

Sometimes you will have too many good cards and won’t know what to cut.  This is a good thing, and means you have good sideboard options.  Make a call, and cut some cards.  Remember, sometimes you are scrambling for playables and have to play a few sub-optimal cards to reach a full 40.

Ideally, you want to do what is called “curving out”.  This is where you play a land and a guy each turn that uses up all of your mana.  A two-mana creature on turn two, a three mana creature on turn three, four on four, etc.

Notice how I said “creature” in the previous paragraph, and not “spell”?  Creatures are the most important type of card in draft.  In general, if your deck ends up with less than ten creatures, you have made a very serious error.  15 creatures can still be rather low in some formats.   Also note what I said about needing to play a land each turn – if you don’t have enough land of the correct colors, you can’t play your spells!

As a rule of thumb, if you don’t know what else to do, run 17 lands.  Your deck should be two colors, so you probabally want somewhere between 6-8 of your lesser color, and the rest of your main color.  If you have any splashes, you’ll need 1-3 mana sources that can support your splash color, and any fixing you get makes casting your colored spells easier.  You can run 16 lands, if your deck has no cards that cost more than four mana, or 18 or 19 if you have lots of big spells and abilities to spend your mana on, but 17 is an average you’ll be happy with.

7) HOW TO EVALUATE CREATURES 
Key Point:  Not all creatures are created equal.  Bigger is better, but only when they cost the same amount of mana.  Evasion (such as flying, intimidate, trample, or unblockable) or other abilities (lifelink, deathtouch, first strike) are valuable, and sometimes worth an extra mana or two for your creature.  If the creature costs more than 4 mana, it had better have a big impact on the game for you to play it in your draft deck – otherwise you could be better off with a cheaper creature.

Mana cost, ‘french vanilla’ or evergreen keywords, block/set specific traits (such as creature type in a tribal block, or color in a hybrid block), and power/toughness all are important in how you evaluate your creatures. Also, unique abilities – does the creature change the games rules, or provide a comes-into-play effect that can prove beneficial? A five mana 1/3 is bad in the abstract – but Viskopa Confessor can be pretty valuable to a dedicated Orzhov drafter. Try the Vanilla Test to help you evaluate cards.

Again, I can’t stress enough, pay attention to the mana curve of your creatures. How to evaluate creatures varies wildly by what sets you are drafting, and I recommend you google articles to help you with that. But in any format, if you make efficient use of all your available mana every turn, and your opponent does not, you should be winning. This could mean playing a 2 drop, 3 drop, and 4 drop, or it could mean playing a removal spell, a card draw spell, a blocker, and then two aggressive three drops (or one big flyer) on turn six. To do this consistently, you need a lot of 2, 3, and 4 drops in your deck, or a lot of good removal spells.
8) MULLIGANS 
Key Point: Mana curve, manascrew, manaflood, and colorscrew all come together when drafting and building your deck, and how you need to design it.  Mulligan decisions (and the order you play your spells) should be shaped by the contents and curve of your deck, not merely by “do I have lands and spells”.

You need to sculpt your deck such that you minimize the chance you will need to mulligan.  If your opening hand is 4 islands and 3 black cards, you may have enough land, but can’t cast any spells.  If your deck is very aggressive, but your opening hand has five lands, you might need to mulligan to a hand with more cheap creatures.  If your deck has a lot of big spells, or more than two colors, and all you need is to buy time to cast them?  Keeping a two land hand might not be a good idea.

You need to design your deck with mulligans in mind.  You need to know what kinds of hands you won’t be able to keep because your deck can’t function.  You need a goal for your deck, and it better not be one that exists in Magical Christmas Land where everything goes perfectly.  You need a clear gameplan for your deck, and that plan has to stand up to an opponent.

9) BUILDING AND PLAYING YOUR DECK
Key Point: Let’s put it all together.  We have to think, how are our games going to play out?  Based on that, what kinds of hands would I want to mulligan?  How do I want to build my deck?  Finally, what cards do I have to draft to get that deck?

What goals do I have for my deck?

Here are some common archetypes, and the kinds of cards you want to prioritize:

An aggressive deck that tries to overwhelm your opponent.  This deck would love to play cheap (2-3 mana) and efficient (high power for the cost) creatures early and start attacking, and then make sure they can keep attacking every turn.  You want to prioritize drafting lots of cheap creatures to flood the board (playing 1-2 creatures each turn), and some tricks like Giant Growth, or Bloodrush, to help you win combat with a superior board position.   Your goal is cheap cards that help you keep dealing damage with your creatures.  Burn spells or removal spells are invaluable for this kind of deck, because they can clear blockers out of the way, or deal your opponent that last few damage to finish them off.  You want to keep your mana curve as low as possible in this deck.  You might want to mulligan hands with too many land, or ones without many creatures, or no cheap creatures – because those hands are low on early threats. 

A midrange or controllish deck that tries to overpower your opponent.  This deck will prioritize big 4 or 5 mana creatures much higher than the aggressive deck.  This deck tries to play blockers and attackers scary enough that the opponent will eventually succumb.  3/3’s, and 4/4’s or bigger are ideal.  This deck is more likely to save its removal spells for your opponent’s biggest threats, whereas the aggressive deck just wants to kill whatever is in its way to keep attacking for damage.  Sometimes these decks like cards that accelerate their mana, to deploy large threats faster.  This deck expects the games to go a little longer, so it can afford a higher mana curve.  You want to mulligan hands that have too few lands, as you must hit your land drops to reach your bigger spells.

A deck that tries to stall the ground and win with flyers or evasion.  This type of deck a 4 mana flying creature would be highly valued, because it can keep attacking over the top of many threats.  Cheaper flyers, and bigger ones, are just as important.  This deck can use creatures with defender, or even just with low power/high toughness, to serve as important roadblocks on the ground while its evasion gets the damage in.  Tricks to keep the evasive guys dealing damage can be important if you are low on removal.  This strategy can be aggressive, midrange, tempo, or even controlling, and the power of cards along its curve will reflect this, as will mulligan decisions.

10) Further Tips
Read this article, "Reasons".  I found it useful for getting into the right frame-of-mind for draft card evaluations, and going into each pick with a plan.

Also this article, "Who's The Beatdown", may help you think how to play.  It's old, but still relevant - you have to know and properly evaluate the matchup and how aggressively you should be playing.

Do the math before attacking or blocking - don't run a 2/2 into a 2/4, or a flyer into a creature with Reach. Read the cards your opponents play. I'll repeat that last one, in caps - READ THE CARDS YOUR OPPONENTS PLAY. Remember the concept of card advantage - creature boosting auras are bad because they generate card advantage for your opponent by putting all your eggs in one basket.

As a final point, remember to prioritize average creatures higher than average spells. An okay creature is always a reasonable topdeck; a highly situational spell is not. You also never want to find yourself going "jeez, I really wish I'd drafted more creatures" - it's far better to have too many than too few!



11) DURING THE DRAFT (TL;DR): 
Remember to take care of yourself!  Read all the cards in advance, and know how the abilities work and interact.

  • Keep in mind what you have learned, and why it’s important:
  • Stay as close to two colors as possible
  • Pay close attention to your mana curve when making your picks
  • Do you need more removal, cheap creatures, or evasive creatures?
  • 40 cards exactly.  16-18 lands, aim for 15+ creatures.
  • Pay close attention to your mana curve when mulliganing.  Seriously folks, think about your mana curve!
  • Read all cards your opponent plays - and read all the cards you play!
These skills are useful in any draft format.  ANY.  My friends and I got a box each of Guildpact, Shards of Alara, and Eventide for cheap, and drafted the combination three times.  Despite never having played the format before that weekend, I dominated drafts two and three. None of my matches were close. (If you want to know, Blue/Red was "pretty good" in that format).


I hope you found this helpful!  Good luck, and have fun!
Questions or Comments?  Hit me with a tweet (@dasbif) or post on my Facebook Page (Facebook.com/DasbifOnline)

Sunday, April 1, 2012

SC2: A Focused Approach to Perfecting Mechanics


I function best when I know exactly what and why I am doing something.  If you ask a StarCraft II professional while watching their streams "how do you advance in leagues" or "how do i get better", they will tell you to "macro better" - but they never tell you how.  Improving your mechanics and awareness is the most important part of getting better at the game, and the best way to improve.  Yet it is the least talked about, with forums full of "strategy" advice that is flawed or simply unnecessary.  

That is why I am presenting this guide here.  It tells you how to actually improve your play.  What to look for, why you should care, and how to actually do it.  Most people will not record their own first person play, but you should still be aware of when you are giving redundant commands, or moving your mouse inefficiently.  Strategic decisions, of what buildings and units you should make when, are important.  However, being able to execute any strategy well is more important.  That is what the focus is here.


SC2: A Focused Approach to Perfecting Mechanics v1.1

Better known as that part of play that gets glossed over


Reprinted by dasbif with permission from Br3ezy and VaderSeven.  Thank you guys!



Are you tired of feeling slow? Does the world of the progamer seem like a surreal and unobtainable super human world of the over practiced gamer? Wouldn't it be nice if you could break down your play in a systematic fashion and approach the game with a new mindset that allowed for a natural growth towards an inevitable goal of 300 APM / 180 eAPM play?

Yes?

Ok then. Please read on.

This guide is intended for a player who understands the basics concepts of StarCraft 2 and RTS in general. It is not about build orders or strategy and is instead about the general concept of mechanics and their use in the most correct way possible. The basic idea of this guide is learning a new method of watching your own play, comparing it to progamers, and then being able to follow simple easy steps in order to make your play more like theirs.




Table of Contents

Part 1: Introduction and Concepts

1.1 What are mechanics?
1.2 "The Macro Cycle"
1.3 What tools do I need to improve?

Part 2: Introducing the "New" Replay

2.1 Why do we use FPVODs instead of replays?
2.2 Watching yourself
2.3 Watching progamers

Part 3: From Slow to Fast

3.1 Step 1: Should I spam and why?
3.2 Step 2: eAPM
3.3 Step 3: Execution speed and accuracy
3.4 A word on micro and its place in mechanical play

Part 4: Examples and other tid'bits.

4.1 FAQ
4.2 TL;DR Version of how to get faster!
4.3 Example VODs of myself with commentary
4.4 Streams that I recommend
4.5 Links for additional learning


Change Log
2/25/12 - Concept and goals for guide established
3/9/12 - Version 1.0 Completed
3/15/12 - Version 1.1 Added a short mini guide [part 4.2]
 




Part 1 Introduction and Concepts


1.1 What are mechanics?

I assume that you have a mental definition of the word mechanics and how it relates to StarCraft 2. For the sake this guide, let’s pretend that you have no idea how the word applies to the game. Mechanics, in the world of the StarCraft 2 gamer, are the counterpoint to strategy. Mechanics are the sum total of your methods and ability to input actions into the game. With proper mechanics, any strategy is possible and should make sense. Without proper mechanics, some strategies will feel impossible and the game will become frustrating.

Most people will correctly associate macro, micro, and multitasking as the basic elements of mechanics. What most players will fail to do is to understand that these concepts are really one and the same when you look at the game in a proper way. Many players come close to understanding this and the very good players try to spell it out for us. The simplest way to restructure your understanding of those concepts into a singular concept is to focus in on "The Macro Cycle."

1.2 "The Macro Cycle"

You might be wondering why I am starting off with a discussion on "The Macro Cycle" instead of something like hotkeys or spam. The reason is simple. Everything about your mechanical approach to the game should begin and end with your macro cycle. Your hotkeys, where your eyes are looking, everything about how you play should be built and designed around the macro cycle first.

So, what is "The Macro Cycle"? The Macro Cycle is simply the quick checklist of production and macro related commands that need to be done on a periodic cycle. For basic simple strategies the macro cycle is fairly simple. Take the very common 1 Base 4 Warpgate build that many Protoss players know how to do. The macro cycle after the opening build order amounts to looking at their base every 20 seconds to Chronoboost warp gate research and then, once the upgrade is done, looking at their proxy pylon every time Warpgates come off cool down in order to Warp-in four more units. When the Protoss is not Chronoboosting or warping in units, he is advancing his first few units to place a proxy pylon and then microing his attack. A more complicated macro cycle would be one of a 3 base Zerg player that is trying to mass roaches. The Zerg player needs to focus on his army and then quickly zoom to each hatchery to inject larva, make sure he spends that larva on the correct amount of overlords, and spends the rest on roaches. The second example was simplified for the sake of it just being a comparison. We will go much more in depth into the finer points of how each element of macro and efficient mechanical play in Part 3. As you can infer, the better and more efficient your macro cycles are, the more complicated and interesting the pallet of strategies you are able to comfortably play will be. This is why everything begins with a focus on your macro cycle.

1.3 What tools will I need to improve?

There are several programs that you will want to have in order to allow yourself to fully focus in on improving your mechanics. I will provide links to them at the end of the guide. You will need sc2gears as it is the best and most reliable replay analyzer available and can quickly show you your APM/eAPM. You will want some type of software with which you can record your screen during play. Thankfully, there are several great guides on setting up streams that can be found on TL and I will defer to them. Personally, I recommend using xsplit. It has the option to stream to a streaming website or you can just save the video as a local recording.

You should have a decent computer and a comfortable ergonomic setup. Again, the completeness of these items goes beyond the scope of this guide but it is important to mention that they are assumed to be present in order for the user to achieve a satisfying rate of growth. Ensure that you have read up and understand how to ensure that your mouse and keyboard settings are correctly set. Please check the links at the end of the guide for some helpful links on how to set your mouse/keyboard up.

You need to have a good hotkey setup. You should have enough number keys devoted to army and production so that you can quickly select things in an efficient way. I suggest having at least 3 keys for your army and at least 2 for Production. You will almost certainly feel the need for more. You should be using either the base zoom key (default is backspace) or the location hotkeys (default are f5 through f8) (or both) so that you can quickly zoom to your base and manage the movement of workers. I am touching on this issue briefly at the moment. I personally feel there is plethora of good resources on this topic on TeamLiquid.net but if there is a large request for more on this subject I shall give it its own section. I feel that more detail than what I gave on the subject here tends to cross the line into strategy and becomes race specific. If you have a specific question regarding hotkeys, please feel free to ask.

The last thing you will need in your pallet of tools is access to the first person viewpoint of pro gamers. Thankfully, we live in the era of streams. FPVODs were the holy grail of learning in StarCraft 1 and they were extremely rare and hard to find. With every other progamer streaming these days, you have access to thousands upon thousands of hours of recorded FPVODs.

Please, take note that while I mention having an ideal setup is, well, ideal, you should never allow your setup to be an excuse. I have first hand seen players that have atrocious laggy setups with broken mice and crappy keyboards play in a way that is just simply beautiful to behold. Don't allow yourself an excuse ever.



Part 2: Introducing the "New" Replay


2.1 Why do we use FPVODs instead of replays?

As we continue through this guide, and as you might have already noticed, you will see a lack of the replay. Replays are great for quickly going through a game to look at timings, the complete game state, decisions making, and finding errors in macro. They are not very useful fine-tuning our mechanics. They lack one thing, which is just too important: the mouse cursor. It is important that we be able to have as complete an understanding as possible as to how we are playing the game and how others are playing the game. Replays show us where we click but not what the mouse is doing at all other times. In a pinch, you can learn from watching your replays in the first person point of view but it will lack the full impact of what you are looking for. I highly recommend staying away from replays when applying the ideas of this guide and instead turn towards FPVODs whenever possible.

2.2 Watching yourself

*I thought a long time about whether to put this section (Watching Yourself) before or after the next section (Watching progamers). I have come to the conclusion that you could make an argument for either being a good place to start so I encourage you to read either section first.

So you have set up xsplit and recorded yourself playing a few games on the ladder. Great! You are ready to sit down and take a look at how you play StarCraft now. What are you watching for? To put it simply, you are watching for efficiency and/or the lack thereof. Let’s go ahead and make a list of some things to look for:

Mistakes:
Look for times when you are giving the same command several times in a row (right click spamming) (You can do this early on to help spam/warm up but only if it is not causing you to be late on whatever you are supposed to do next)
Look for times when your money floats too high or when you get supply blocked and how you deal with it (missing a macro cycle and how long this effects you)
Look for times when you are not reacting to the Minimap properly (your army or base is attacked and you do not move to handle the situation as soon as it happens)
Look for times when your mouse seems to move slowly to accomplish something that a sure and quick gesture could accomplish (a great example is when you are placing a building, was an almost instant movement and click or was it a slow drag of the building placement indicator to the desired spot?)

Nice Things:
Look for times when you look at your base right when you need to make supply, units, tech, and/or buildings and you do so in an almost instant fashion
Look for times when you give one quick sure command in an exact fashion with one click (sending a probe to scout another main should take exactly 1 right click / movement command [not 5+ which many players do])
Look for times when you react instantly to things on the Minimap

Overall:
Always be looking for how fast you are able to accomplish any given task (a macro cycle, transferring workers, etc) and pay attention to EXACTLY how you accomplish it and ask simple questions and give yourself honest answers about if it could be faster.

Now you have ID'd several things about your play from a mechanical viewpoint. What now? Make connections. Where you late on starting your Forge during a PvZ where you were going Forge Fast Expand? Why was that? Where you busy scouting and giving your scouting probe 6 right click movement commands that were basically to the same exact spot? How bout in a TvT where your minerals went above 1000. What was going on then? Where you reacting to a drop you just saw on the Minimap?

As you begin to make these associations you will be able to make logical step by step improvements to your play. You will begin to make much more precise movements of your probe during early game PvZ which will free up a few seconds of time that allows you to build that forge at the exact timing you want. You will start to automatically send forces via the Minimap to get in place to stop that other Terran's drop so that you have 2 vital seconds to drop 2 depots and start 10 more marines. Without these associations, your mechanical improvements will be of a brute force raw speed nature. This focus in on the whole picture will make it possible to improve your mechanics as an artist improves their work. You will notice that the focus in my examples was completely on fine tuning things that every player of a 'decent' (I assume that most, say, platinum players scout while doing a forge fast expand but I honestly don't know) level is doing but that most of those players are doing in a poor way. Most of the mistakes you will find are when you are doing something slow or redundant in a way that impacts the next thing that you would want to be doing. This method of watching yourself play is by the far the most efficient and honest (with yourself) way of improving that mystical skill that players call multitasking.

2.3 Watching progamers

First off, let’s be honest and clear here. Not every progamer is a progamer for the same reasons. I refuse to insult anyone that is able to take this amazingly difficult game to a level where they are making money because that would be hypocritical. With that being said, this is a guide that is focused on mechanics and improving them. There are players out there, as every race, that are horribly subpar mechanically yet are able to play at a level that earns them a living. Those players offer a player like us something else. Watch their replays/streams/vods when you want to learn about a matchup or find a new build. There is something to be said about a StarCraft 2 gamer who can win hour long games with 1/5th the APM of his opponent and suffering numerous supply blocks. Players like that are amazingly gifted. For our purposes, though, they are useless.

The first time you watch a mechanically sound player play from an FPVOD point of view you will instantly notice how fast they seem. Take a second and ask yourself why they seem so fast. The answer is because their main viewing area shifts focus from task to task or area to area very quickly. It is not unusual for a player like this to spend as little as 1 second of real time looking and acting upon something before shifting the screen to a completely new part of the map. It is downright intimidating at first. Don’t be intimidated. They are just as human as you are and the only real difference between you and them is that they have played longer with a more correct focus on their mechanics than you have. If you were given 3 years to play for a few hours a day and you had the right mindset to find and correct your mistakes you would play just like them. I don't care what your starting point is, this is a factual statement.

Now that we got past the fact that not every pro is worth watching for their mechanics and we have gotten over the awe that watching a player like IM.MVP or oGs.FIN will give you the first you see it, what should we be looking for in order to better ourselves? At the most basic level we are looking for two things. Look for those things that they execute differently than you do, and look for their overall patterns.

You will notice that progamers can place buildings instantly and accomplish amazing micro with fewer clicks. Pay attention to those things! Watch their mouse cursor move. Notice the efficiency and almost mathematical precision. Try to make quantifiable statements about their mechanics whenever possible. I can't say enough how much you should focus in on their mouse cursor (you will find that it is rare for it to stop moving, and that its movements always have logical purpose). When you watch yourself play after watching a pro with this mindset, you will be much more critical of yourself and ask much harder/honest questions such as, "Why do I watch the my entire Dropship unload and literally do nothing during that time?"

Lastly, as you watch a progamer play several games, or sometimes you can even see this in a longer macro game, you will see overall patterns in their mouse movements, macro, and spam. You can pick up very small tricks by noticing these things such as learning the meaning of a strange hotkey setup or an elegant macro cycle that allows you to maximize your multitasking. Always take at least a passing mental note of their choice of strategy as at this level of breaking down a pro's mechanics strategy and mechanics tend to meet and interact. Take special note of FPVODs where a pro does a style or build that you yourself do. You can learn an amazing amount of information on how to optimize your macro cycles and/or mechanics from such FPVODs.



Part 3: From Slow to Fast


3.1 Step 1: Should I spam and why?

If you are looking for a simple one-word answer then the answer is YES. The much more important and relevant question is the why part. Spam is step 1 to becoming a fast player. You have probably read a post from a player better than you telling you that you should spam in order to get the raw speed in place and latter on that raw speed will become more and more effective. You have most likely also heard an account of a player claiming that it is easier to spam in the early game so that you don’t have to suddenly ramp up your hand speed as the mid game begins. Whether these things are 100% true or not does not matter to us. What matters to us is what will make us a fast player in the end. To this end, ask yourself one question: Can I play a 20 minute game and have sc2gears say that my raw APM was 200+ (notice that I said play, not win)? Go prove it to yourself if you only 'think' the answer is yes. If the answer is no, then you should work on spamming. Some players push this as high as 300. Do not treat the number of 200 as a hard number. There will be players that hate that sentence more than any other part of this guide but I will direct them to the goals of this guide. We are looking to create top level pro gamer mechanics in the most efficient way possible. The first step to doing this is play at a raw and mindless fast level.

A simple exercise to achieve this first important step is to simply spam your hotkeys the entire game. Try spamming your production hotkeys (456456456) constantly between every single thing you are doing or spam between a scout and a worker that is devoted to making supply (1212121212). I cannot find a fault with either of those methods (modify them to fit your hotkey setup) and if you use those ideas to achieve a raw APM of 200+ then you are doing this step correctly. Focus on this in games until you can do it effortlessly. You will reach that level faster than you think possible. It truly is not a difficult task at all to press 456 or 12. Once you reach this stage, you should feel like you are spamming too much but your APM is always decent. That’s perfect and normal. You have accomplished the first step in going from slow to fast.

3.2 Step 2: eAPM

So now you are a 200+ APM spammer and I am betting that if you check sc2gears you will notice that you are well below 100 eAPM with a redundancy of 50%+. What does this mean? It means you now have excess APM to spend. How do we figure out how to spend this APM on efficient actions instead of spam? FPVODs. Watch yourself play (see section 2.2) and break down the things you see. If you watched yourself play before reaching a fast and raw speed you might have noticed that it just look like you moved the mouse and pressed the buttons on the keyboard slower than the pros you have watched. Now you should notice that you are pressing the buttons at a fast pace but you being extremely redundant. That’s the point of step 1. It is very abstract and difficult to discuss ideas like improving hand speed to accomplish a long list of different tasks so we simplified the matter by taking hand speed out of it. Now you can watch yourself play and make simple statements such as, "Right now as I scout I am just clicking very fast with my mouse and keyboard, what I need to do is as I am scouting his base I should make a single long movement command with as few clicks as possible shortly before I hit the timing of my next building going down, this will allow me to zoom to my base via a location or base zoom hotkey, select a worker, place the building, and reselect my scout with a double tap before he has reached his destination." If your raw APM isn't at a 200+ level, statements like that will lead to situations where you feel like your hands are not moving fast enough to do what you are trying to do. With the raw APM you should have found through spamming, your hands should be used to thinking at a much faster pace or beat.

I encourage you to have friends that you know are better than you or at least at your level to watch your FPVODs or stream and to take note of when you could be doing something else. Tell them to watch for times when you are spamming instead of doing an important task or for times when you are simply watching the screen when something needs to be done.

I also recommend that you keep watching FPVODs/Streams of high level players to keep fresh in your mind at all times the look that you are trying to achieve. The more you watch yourself during this step the more you will become aware of very easy to fix issues within your play.

This is the mechanical stage of improvement where your macro will begin to become much more solid than the average diamond or masters level player. Do not be surprised if your map awareness and crisis management seem to suffer as you correct all these issues.

3.3 Step 3: Execution speed and accuracy

At this point, your APM might or might not have dropped off a bit from where it started at Step 2. That really shouldn’t matter. If you have made your hands able to input commands at the necessary raw speed and you have gained the analytical ability to watch your own play and ID times when you should be more efficient with your allocation of APM you have succeeded with everything this guide has intended for you to attempt up to this point. Now we can talk about accuracy and execution speed.

Lets approach this step via an example question. What is the most efficient and least click intensive way to create one Supply Depot? Let’s leave how you center the screen on the desired area out of it because there is more than one correct answer for that. The answer is three clicks and four keyboard buttons. You should click on the SCV, press B, press S, click exactly where the Depot should be placed, press your keyboard command that will recenter the screen on a mineral line, press and hold shift, right click a mineral patch, and release shift. This should be done extremely quickly and above all else accurately. If it takes you more than one click to select the SCV or if you have to make a box to select the SCV you are doing it wrong. Take pride in being able to click precisely and accurately. If you have to make more than one click as you send the SCV back to mine because you missed that mineral patch by just a small amount then you are doing it wrong.

Now the point of that example question is to point out the attitude and desires you should have as you do tasks. You want swift, straight movements of the mouse cursor going to the correct location desired at all times. You will most likely find this difficult to accomplish when you first focus on it. Find ways to practice it all times. You will often see people spamming boxes at he start of a match or even at intervals throughout the match. Take note of how progamers, when they do this, always box specific sizes or locations. They are constantly practicing mouse accuracy. You might see them box over and over the workers that are mining minerals with the a box that barely contains each mineral patch, every probe, and does not actually contain their Hatchery, Command Center, or Nexus. You might see pro players spam the rally command between several different mineral patches very quickly even though they have a specific patch they will eventually send the worker to. When they do things like this, they are practicing the basics of mouse accuracy. I highly recommend useful spam such as this especially early in a game as it helps to refresh how your interface works on a very precise level. Some players recommend flash games such as Mission Red or mouse music games such as Osu to help improve accuracy. I cannot comment on the success or failure of such methods of training but they can be fun benchmarks to check your progress with mouse accuracy.

As you get more and more accurate and efficient in your movements, you will find you gain less and less from watching your own FPVODs. This happens because your sense of awareness and speed have finally tuned into the interface and pace of the game. At this point you should still focus on watching other pro gamers FPVODs/Streams as they might show you ideas or concepts that you were not aware of but you will usually gain very little from watching your own FPVODs. When you reach this level, please give me a shout out when Tasteless and Artosis interview you after your first GSL Code S run.

3.4 A word on micro and its place in mechanical play

You will notice that many players are able to macro with ease up till the point that they actually have to handle a situation where they need to micro. Maybe that’s one thing that you even noticed in your own play. This is a special and important topic and deserves a separation from the other steps. The entire issue can be summed up as the key to being able to win very hard micro fights, especially in the later parts of the game, is a fast and precise macro cycle.

A basic requirement for you to micro while playing a solid mechanical style is that you have to be comfortable with the style you are doing to a point where you can hit every timing of your build and you are not ever looking at the screen and thinking to yourself, “What’s the next step again?” If you are not at that point just go grind out your build in whatever preferred setting you best learn a build order in. Once you are at that point you can begin to focus on your army.

From a purely logical standpoint, the most effective way to control your units would be for you to look at them 100% of the time. As you probably know, this is not possible in practice because it would preclude every macroing at home. The next best thing compared to this ideal control situation would be to only look away from your army when it is safe to do so. This is why we work with the concept of a macro cycle. Ideally, you should be able to shift your focus back home to make supply, make buildings, use you macro mechanics, start upgrades, and anything else that must be done with the focus of the main screen in a quick and efficient series of commands that totals around one to two seconds. During those brief seconds you should glance at the Minimap at every single point possible to ensure nothing unexpected is happening to your army. As you master this idea, you will find that your overall awareness of the game will increase dramatically. You will be surprised by drops less often, your late game army will never be out of position, and your macro will seem to flow on its own accord.

One smart idea you will see some pro gamers do is that they will give their army a command that moves it towards a safe direction, go do their macro cycle, and then go back to their army and re-advance the quarter to half screen their units had moved. The concept at play here is that you never want your units to be unmicro’d during a battle while still never missing a macro cycle. The bigger and larger the battle, the more important this concept is. If you lose 100 food because you were making depots, you need to really pay more attention to your army and make sure it is safe and not fighting as you make depots. If it’s an early game battle with two zealots harassing two marauders, both players should feel like they can afford to very quickly jump out of the battle to make a supply building.



Part 4: Examples and other tid'bits.


4.1 FAQ

COMING SOON.

4.2 TL;DR of the process to get faster

Here is a shortened version of the basic premise of this guide:

1. Watch Yourself
2. ID a mistake or something that you want to improve. Be EXTREMELY specific.
3. Try to play a game where you focus on that alot.
4. Watch the game you did where you tried to improve it.
5. Watch Streams/FPVODs of pros and pay attention to how they do said thing.
6. Play more games where you work on said thing.
7. I suggest focusing on an item for 1-3 days and then moving on to another item. Play a good 5+ games each day and try to watch at least 2-3 of them.

The part that people make a mistake with is #2. They often say "I will macro harder," or "Next game I will keep my money lower."

These aren't specific enough!

Good example things to work on:

1. I will use the fkeys every time I look at one of my bases.
2. I will not watch workers cross the screen as my money reaches the amount needed to make a building.
3. I will use less redundant right clicks when moving units.
4. I will spam more.
5. I will place buildings faster.
6. I will place down Gateways #7-9 as my first Colossus comes out.
7. I will be more active with my obs and try to look at each obs and move it every time I do a warpin.
8. Everytime I warp units in, I will look at the mini map very quickly and then build pylons.
9. I will mouse scroll less and click the minimap more.
10. I will pay attention to my unit that is holding that watch tower and not let it die. If it dies, I will start zooming to it as part of my spam so that I get used to being aware of it.
11. As I spam boxes early game, I will try to click on my gas after each box so that I am ensuring accurate hand eye coordination.
12. When I shift que workers back to minerals, I will be more accurate.
13. If I mis que a worker and miss the mineral patch, I will go do one other action (look at scout for instance) so that I am not starting at the worker as it moves to make the building before I am able to correct the que back to minerals.

These are things you should be taking from you fpvods. Super small but very easy to ID and correct and think about. If you can imagine the problem in its entirety and imagine a solution then you can focus on it. If all you can do is see a vague 'problem' and have a vague 'desire for less of a problem' then you can not correct it. The human mind works in logic and exact goals, not in magic and hope.

4.3 Example VODs of myself with commentary

For now I will be sharing two commentated replays.

http://www.4shared.com/video/8jBfgO2V/2012-03-04_151257767.html
http://www.4shared.com/video/25SOGREM/2012-03-03_095108781.html

There will be more added to this section in the future.

You can also check me out at www.twitch.tv/Racenilatr and chat with me in the chat as I stream and I can show or demonstrate various concepts or learning ideas.

4.4 Streams that I recommend

Terran:
http://www.own3d.tv/live/172637/oGsForGG
http://www.twitch.tv/demuslim
http://ko.twitch.tv/coL_Heart
http://www.teamliquid.net/video/streams/KawaiiRice
http://www.teamliquid.net/video/streams/GosI%5BTerran%5D
http://www.teamliquid.net/video/streams/ST_Bomber

Zerg:
http://www.teamliquid.net/video/streams/Sen
http://www.teamliquid.net/video/streams/MorroW (he sometimes plays TvZ as well)
http://www.teamliquid.net/video/streams/Stephano
http://www.teamliquid.net/video/streams/IdrA

Protoss:
http://www.teamliquid.net/video/streams/HuK
http://www.teamliquid.net/video/streams/oGsVINES
http://www.teamliquid.net/video/streams/Liquid%60HerO

That’s far from a complete list of streamers that are going to be good to watch for solid mechanical play but it should get you started in finding more. They will at the very least show you what you should be looking for.

4.5 Links for additional learning

Some of these aren’t on mechanics but deserve a mention.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=299316 (Better Mouse Precision Windows Tweak.)
http://www.youtube.com/watch?v=RUohpQKVf_A&feature=relmfu (Day9 daily on mechanics, decent stuff.)
www.missionred.com/ (Mouse accuracy game.)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=134466 (Thread on RSI prevention and treatment, good mechanics shouldn’t lead here but going here and reading on ergonomics and prevention will help make sure of that.)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=208343 (CecilSunkure’s Guide on how to Improve; check here if there is a basic question such as hotkey setup or basic concepts.)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=135766 (Ver’s guide on improving at StarCraft 1. A guide that is focused on learning strategy through mainaly FPVODs. A must read.)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=195389 (Plexa’s guide on how to look at your replays and figure out why the game played out like it did.)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=202592 (infinity21’s guide on developing a build order. Good read for developing your own decisions and builds.)

I hope this guide was of help to you in learning a new approach to mechanics. I truly believe that some of the concepts I present in here will be new to most of you because I simply have never seen this approach documented before. Thank you for taking the time to read this. If you have any questions, comments, or suggestions, do not hesitate to post!

 
About Br3ezy:

You have probably not heard of me. I am not a pro gamer and I haven't beaten your favorite pro in a show match. I am a 17 year gamer living in upper New York. I began playing RTS several years ago in Broodwar and obtained the rather low rank of C on iCCup before StarCraft 2 came out. My approach to the game was rather different from most other players learning the game. I have always been more focused on finding an FPVOD of the most efficient pro gamers instead of a replay of the most solid build. To me, the mechanics of the game come first and the strategies and builds are a secondary result of sound logic applied to solid mechanics.

When StarCraft 2 beta began I was playing another game (HoN) and I didn't begin playing StarCraft 2 until early 2011. I choose the Zerg race rose to high Masters quickly based on my mechanics alone. As I began to face Grandmasters on the ladder I realized that the Zerg race did not offer to me what I was looking for so I changed race to Terran about 6 months ago.
 
I would like to extend a huge and heartfelt thanks to my friend, VaderSeven. Vader took hours of his own time to take the concepts and ideas that I have and to put words to them. He wrote the actual words you just read and deserves credit for that hard work. Thank you. I could not have done this without him.