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录像名称|Name: 星际初学者指南--让你告别菜鸟称呼
更新时间|Date Added:
05-05-09
录像版本|SC Version: [--]
录像地图|Map:
录象大小|Size: 1
录象种族|Races: -
录象类型|Type: 星际战术技巧
录象介绍|Descriptions: 隐藏介绍(hide Descriptions)
你刚刚接触星际吗?或者你刚刚开始与人对战吗?

是否感觉自己打电脑还行,但是与人打却摸不着头脑?

平时练习的时候,往往感觉对手的水平都要比你高,自己却又发现不了错误在哪里?

你想有目的,有计划,科学地进行星际的训练吗?

本文给那些拥有上述疑问的星际初级玩家提供一个参考。
让我们所有热爱星际的玩家尽情享受星际的博大精深!

本文将从最基本的开始谈起。由宏观思想到具体的细节,让你懂得打好星际的基本条件。希望你能通过本文走进星际之门。再经过一定的实战训练,你一定能成为众人崇拜的偶像的!

打好星际必须有思想前提,也就是类似口诀的东西,一定不能忘记的东西,又作“原则”讲:

星际的五大原则:
1。不停地生产农民,并且必须让他们去采矿。你要保证你的基地中总有农民在生产。如果你是虫族,你的主基地必须保证至少有一个雄蜂(Drone)在生产。你要时刻注意你基地边上的农民,不要让他们呆呆地停留在基地旁。让他们去采矿!
操作技巧:你可以为主基编队,比如你可以给的主基编2,然后人族(2s),神族(2p),虫族(2sd)。并且,将基地的生产目的地R到一个明显能看到的地方。

2。永远不要被人口限制而减慢了你造兵的速度。初学者往往忘记造人口。经常会听到人口不足的提示。你要提前造好人口,而不是等系统提示你才开始造。但是也不能造的太快。不要出现人口上限远大于你实际人口,这一定会限制你在兵力或者科技上的发展。
操作技巧:你可以从8人口开始(神族或者人族)造第一个人口,诔跗冢梢悦吭旒父霰ㄉ褡逡恢炼觯┚凸鄄煲幌氯丝谏舷蕖R坏┲皇O?个以下人口上限的时候,就派一个农名造人口。而到了中期,你可以让一个农名呆在某一块地方,让他不停的造。你可以不断按空格,以切换到刚刚完成的地方。如果你是虫族,前期是要观察人口上限,中期你可以让你的主基时刻保持有一个人口在生产。

3。时刻花费你的资源。让资源数目接近于0。即使你因为某次操作而多出了很多资源,你也必须将这些资源花费掉。你脑中必须树立一个观念,那就是多钱就造兵,多了很多钱,就造兵营。多了很多很多钱,就扩张。目的只有一个,就是必须将你目前所拥有的资源用掉。
操作技巧:造兵一般有两种方法,没有孰优孰劣。第一种方法,你可以为你的兵营编很多的队,比如你可以从4为兵营编队。45678都为兵营,你可以不断地在键盘上生产你的队伍。比如人族SK的时候,你按4m5m6m7m8c造4个marine加一个护士。另外一种方法,是你只编一个兵营,时刻切换回去,比如你为一个兵营编6,则按66回到兵营处,然后一个个选中兵营,用快捷键造兵。

4。不要建造太多的固定防守建筑。不要造太多的碉堡或者防御塔(Cannons/Bunkers/Turrets/Sunkens)。比如对于你外面所占的分矿,一般来说2~3个固定防御就够了。请你将剩余的资源用来建造移动兵种!尤其是在初期,当你在初期比较好地做好了上面3点,固定防守建筑就没有必要建造了。你可以将钱花费在移动兵种或者科技上。而不是造很多固定防守上!

5。前期尽早探路,中后期不断侦查。如果说一个人想打得稳,他就必须知道对手的开局。是8bb?9D?还是Zealot/Cannon Rush?初期做好尽早的侦查是有必要的。尤其当你还是一个初学者,没有达到随机应变的时候,更应该尽早出去探路。了解对手的开局。才能想好对策。

有了思想上的方针,我们就开始动真格的了。请你按照你的等级,跳过某些不必要的步骤。

告别菜鸟,掌握星际
1)你可以开启星际,进入单人模式。选择LostTemple等你希望熟悉的地图,并选择对方的种族。开始对电脑的训练。在训练的时候。你必须时刻注意上面所说的五点。这时候,你不必考虑你想用什么战术,或者你怎样根据电脑的战术而改变。此时你必须专注于我上面所说的要点。除此之外,你要在这个过程中熟悉键盘的操作。至少要对你所使用的种族的快捷键了如指掌。
完成条件:当你能比较好的控制住资源和人口的时候,并且能轻松的1v2的时候。可以进入下一步。

2)此时,你已经在操作上有了一定的提高。你要开始熟悉各种战术。现在你可以登陆浩方,进入菜鸟乐园。自己建立地图,比如你可以叫“1v1 cainiao jin”。这时候,你要密切注意给你的几个方针。尤其是将钱用尽这一条。将自己的资源最大限度的用在造兵上。每一局都要保存replay,这时候,看replay不是说你战术运用得得当与否。而是看你是否做到了前面所说的五点。每次都要减少自己在五大原则上犯的错误。

完成条件:在与人对战时,能够较好的控制住资源。较好地遵守了5大原则。但是由于对方的战术相克,或者自己不懂得如何应付,而输给对手。

3)现在,你的操作已经达到了一定的水平。应该可以了解各种各样的战术了。战术是建立在操作之上的。这里所说的操作是广义的,有微操作和宏观的,比如造农民和生产兵之上。宏观操作练习到位之后,就可以运用某些战术来攻克对手。这个时候,你可以在HF里面建立地图,名字可以直接写“1v1 in”或者“1v1 good in”。

这个阶段,你可以练习各种不同的战术。比如8bb(TvZ),1vf1vs(TvP),2vf(TvP),1vf2base(TvP),1vf2vs(TvT)/Zealot Rush(PvT,PvZ),Reaver Rush,Dark Rush/9d,12d2base刚开始学战术,你可以参考高手们的replay。注意以下几点:

1。建筑建造的时间
2。出兵的数量
3。进攻时机(高手一般侦查对手的兵力,或者估计对手的兵力,在这个阶段,你可以按照固定的模式进行模仿)
4。遇到对手某种对策时,所产生的变化

你可以模仿高手录像中的建造顺序,模仿生产兵的数量,进攻时机。在实战中进行演练。这个时候,你会输给那些战术素养比你好的玩家。比你对战术理解更透彻的玩家。

完成条件:首先还是要做到五大原则。其次,你必须能回答如下问题:

1。我所使用的这种战术,有什么破绽,有什么优势。
2。如果对手怎样,我一定能取胜。
3。如果对手怎样应付,我会比较麻烦。

当你能够对你所练习的战术都能给出如上问题的答案的时候。就请进入下一步。

4)这时候,你应该已经可以在HF里面有大约50%左右的胜率。已经对种族的战术有了一定的认识。但是,你对战术并没有深入地理解它的内涵。为什么会有这样的战术。为什么有时候必须这样打。为什么有时候这样打必输呢?而回答所有这些问题的答案是:侦察和对策。

你要树立一个思想:没有不变的战术,只有变化的对策。

你要开始学会时刻侦察对手在干什么。你必须尽量能知道如下一些问题:

1。对手在出什么兵

  这让你知道自己应该如何出兵。比如对手Z出Zergling你P要多出Zealot,对手Luker你要出Dragoon。涉及到这些的时候,你必须要了解兵种相克的关系。


2。对手在哪儿开了分基

  你可以用雷达(T),小叮当(P),领主(Z)来时刻寻找地图上对手所开的分基。绝对不要让对手轻易开出分基。否则对手将在经济上比你占优,而战局整个战役的主动权。


3。对手有没有攀科技

   在游戏初期,攀科技是一个带有冒险性的战略。可以说,因为攀科技需要消耗大量的资源,从而不能生产足够多的兵力。所以要时刻注意对手有没有将资源消耗在攀科技上,把握战机。如果对手拥有稳固的防守,你也要尽量攀科技,不要让对手在兵种的优越性上大大超越你。如果对手因为攀科技而有了放手的漏洞,那一定要把握时机,一举进攻!



做好了侦察工作,你要开始培养一些技巧性的东西。比如,对小地图的敏感。对骚扰的防守意识。你要学会估计对手什么时候可能对你进行骚扰。比如什么时候他会来骚扰你的采矿农民,要密切注意高地,矿后的区域等等地点。



完成条件:能很好地防骚扰,有一颗不侦察到对手干什么不舒服的心。当你在作战时,能够对地图的每个角落都了如指掌,并且对小地图比较敏感时。可以进入下一步了。

5)你已经在意识和操作上都取得了很大的进步。已经告别了菜鸟的称呼。现在,你可以锻炼各种技巧。很重要的一点,你可以提高你的APM了。而如果你从以上所说的一步步走来,你现在的APM应该已经超过120了。现在,按照如下的方法,将你的APM提高到200++吧!

1。下载Bwchart(网上到处有下,去google搜索就能找到很多)。由于是绿色软件。你拷贝到任何地方都可以。建议你放在星际根目录下。首次启动后,会自动设置文件关联。以后所有的replay双击自动会用bwchart打开。

2。下载Boxer,Nada,Xellos,Yellow等人的第一视角VOD。网上还有Nada的带键盘的VOD。下载方法:在http://www.google.com上搜索“Boxer 第一视角 VOD 下载”。当然你也可以把Boxer换成其他人的名字,会出现一系列的下载链接。如果你是Terran玩家,推荐你下载Boxer的DVD版本的VOD。

3。观看他们的第一视角,观察他们的操作,切换屏幕等等是如何进行的。开局的时候,是如何使劲R和圈点农民。到了后期,是如何在各个屏幕之间快速切换的。

4。你可以在实战中,加上一些看似多余的操作:圈点农民、圈点部队、不停切换回主基、控兵的时候快速地1a2a3a4a等等。也许开始的时候你不太适应,但是当你经过一定时间,习惯这样的操作时,你会发现,要做到五大原则仿佛变得更容易,而且自己可以多出时间来控制前线部队了!

5。只要你不断地在高手们的第一视角中总结,将其中的元素用如你的操作。你的APM很快能够提高。记住,APM的提高,不是让你狂按Move,狂切换部队热键。而是让你在一定的时间内,完成尽可能多的操作。这些操作包括以下几点。一定要在实战时,不停的提示自己:

1.造农民。圈造好的农民去采矿

2.造人口。

3.造兵

4.前线控制

5.扩张

6.侦查

APM是让你用来在最短的时间内考虑到如上6点。并能自如的做到以上六点。你必须不停地让自己在这6点之间穿梭。当这成为你的一种“习惯”的时候。APM就已经达到一个很高的高度了。



如上的步骤,需要你付出很多很多。不是一朝一夕能够完成的。

当然。如果你够投入,而且决心打好星际。甚至有志成为职业选手。按照如上的步骤每天不断练习,经过一两个星期回过头来你就会发现自己有多么显著的提高!



如果你已经有了一定的APM和意识,那就请你彻底告别菜鸟称呼吧!仔细阅读完本文,让你的思想升华!

星际思维
第一,星际的经济理论

    星际是一个即时战略游戏,而此类游戏的一个共同点就是:经济第一。两人对战,就要看谁更会获取资源、利用资源。这也是无大原则所最侧重的一点。想完好星际战胜对手,你必须尽你所能,扩大资源,合理利用资源。而合理利用资源可以用八个字概括,“合理分配、用尽资源”。

    比如对手来进攻你,你主力受挫而此时你多了1000资源。如果当时你这1000资源没有多余,而造了10个Zealot,则情况也许就相反了。

    此外,你要不断地造农民。这样。你的采矿速度才会比对手快。而造农民所花费的50资源很快能因为增加的采矿效率而填补。虽然从理论上来说,一朵矿同一时间只能让一个农民采,所以农民的数量有个最佳值。但你在实战中顾及不了那么多。多造农民还可以让你在开好分矿时直接分过去很多。瞬间大大加快你资源采集速度。

     而很多新手玩起来根本就忘记造农民。所以,不断地造农民。当你成长为高手的时候,再去考虑这个“最佳值”。

    当你能够以最快的效率采矿的时候,你的资源会上涨得飞快。这个时候,你必须将资源用掉。记住你必须将资源用尽。你可以提醒自己以下几点:
    1.造兵!

    2.造兵营!

    3.造升级建筑!

    4.造基地(扩张)

    就拿神族来说,你开局的时候8probe造了一个BP,然后造BG,在不断造农民的基础上,你造了第一个Zealot。这时你发现,你的基地再造农民,兵营在造Zealot,而钱却多了150多。这时候,正是你选择的时候,为了把这点钱用掉,你可以根据自己的战术选择,造BA,BY,还是BG。不要花太多心思犹豫,有钱就要造东西。你完全可以按照如下的程序进行:

    1。看所有的兵营,是否都有兵在造,农民是不是也在造

    2。如果所有的兵营都在造兵,而你还是多了资源, 那你就继续造兵营

    3。如果发现资源多于500,而且没有被对手压制,那么就出去造基地

    按照这样的步骤,在战斗的时候,造10个BG也没有什么稀奇,尤其当你和别人打持久战的时候。

    最后有一点需要切忌的是,造兵的时候,不要在兵营中排很长的队。尤其是游戏的前期。这时万万不可的。比如你在前期,一下子造了4个SCV,200的矿,你可以多造1个BB,和一个Marine了!而这对之后战局的影响远比这些多。因为你出兵的速度在前期的快慢对你的进攻力量防守力量是举足轻重的!

    在开局的时候,你要尽力保持,每个兵营都有1个兵在造。而且等这一个造好了就会紧接着有第二个在造。到了中期,可以有两个。后期再多几个也可以。

第二,侦查

  当你开始问自己“我接下来造什么呢?”的时候,就是你该出去侦查的时候了。刚开始的探路,显得尤为重要。一方面,对于新地图,你要通过探路了解地图的地形。是岛图吗?路口在哪儿?等等。其次你可以通过探路知道对手的位置,对手的种族,对手的前期发展。而探路的重点就在于你要清楚对手的开局,如果对手存心让你探不到他主基地的情况,比如派农名挡在路口,那么十有八九他在攀科技出阴招。比如dark rush等等。

第三,地图

  对地图的了解,也是取胜的关键因素。地形,近点,远点,可以阴对手的地方等等都是值得考虑的因素。因为在不同的地图上,战术也是有变化的。要打好星际,就必须对地图作一番研究。推荐你开启Single Player模式,选择好种族后,用强行攻击模式测量地图上各兵种之间的射程关系。

第四,Rush

 最后来谈谈Rush思想。没有人不知道Boxer连克Yellow的那几局8BB的Rush战术。有人说Rush不光彩。那么什么比赢更实在?应当说,rush不是没有技术含量的战术。它需要很好的操作。尤其是rush时候的微操和主基地补兵的双线操作,也是需要有良好的基础才能成功的。

   古语有云,兵不厌诈。能夺得战争的胜利是最重要的。Rush是一种战术。在Rush横行的时代,如果你不会rush或者不会反rush都是会吃亏的。

   rush有很多战术。T的8bb,Z的9d,5d(>_<正规比赛一般不多见这种战术,但是也不是说没有),P的BP Rush,2probe rush,等等。可以参看Boxer vs Yellow的几场VOD。你可以在google中搜索“星际争霸 rush”就可以得到很多关于rush的资料。





高级策略


当你在思想上有了以上一些基本的素养后,你可以开始研究一些高深的东西。你可以自创一些战术,或者研究别人的战报,从中吸取一些有用的东西。

我个人认为,你可以去一些技术含量很高的战报下载站点去学习。去研究一些战术。比如:

WGTour的官方战报下载点,拥有水平极高的replay http://www.wgtour.com/rep.php?datab=broodwar

Yaoyuan,这个就不用介绍拉。大量国际上的战报和国内联赛的战报  http://www.yy8da.com  

Playsc  大量的VOD下载,是你研究韩国选手的最佳选择 http://www.playsc.com

ChinaProGamer 中国一流大师的独家战报,玩家战报学习、交流  http://www.ChinaProgamer.com

EGA下载中心  超多的VOD下载 http://down.ega.com.cn/data/listsoft/24_1.html

此外,你还可以阅读一些选手们的战术文章。比如本站更新的国内一流大师的独家战术文章。他们的成长经历也可以给你带来启示。



总结
    在坚持5大原则的基础上,在思想上记住以上一些提示。按照本文所讲的步骤进行训练。大师们说的话很好,这只是一个游戏,玩它是为了娱乐。所以一颗平常心也很重要。

    我希望本文能给你带来一些领悟。可以为你的菜鸟之路划上一个圆满的句号!



关于本文

    本文属于菜鸟进阶型文章,并不代表本人不是菜鸟。
    本文中的很多思想来自英文版本的Beginner's Guide to PLAYING StarCraft
=====================

作者:堕落天使
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网友评论|COMMENTS
83 comment(s) total. 3 page(s). >> 1|2|3|
l(1)zmy521(威望:0) l 2005-05-09 22:33:20 l  N/A l Posts: 1205
看看。。
l(2)zmy521(威望:0) l 2005-05-09 22:33:20 l  N/A l Posts: 1205
看看。。
l(3)太委屈(威望:2) l 2005-05-09 22:34:03 l  河北 l Posts: 87
抢楼无罪
l(4)太委屈(威望:2) l 2005-05-09 22:34:59 l  河北 l Posts: 87
楼上AMP多少啊???
l(5)phantom.com(威望:0) l 2005-05-09 22:35:29 l  地球 l Posts: 23
zc~
l(6)orbb(威望:-1) l 2005-05-09 22:42:31 l  hk l Posts: 133
很长,但一定要看!
l(7)Archer_T(威望:2) l 2005-05-09 22:43:18 l  上海 l Posts: 90
抢楼无罪,灌水有理,前十占坑.
l(8)hww19(威望:43) l 2005-05-09 22:45:38 l  sd l Posts: 555
8
l(9)Cr~mirror(威望:0) l 2005-05-09 22:46:29 l  深圳 l Posts: 85
好好学习,天天向上!
l(10)zhouhao567(威望:0) l 2005-05-09 22:48:22 l  Fields below are opt l Posts: 105
强帖!!顶!!!!!
l(11)偶是dudu(威望:0) l 2005-05-09 22:50:12 l  无锡 l Posts: 22
男人抢吧不是罪
l(12)hww19(威望:43) l 2005-05-09 22:50:17 l  sd l Posts: 555
Beginner's Guide to PLAYING STARCRAFT | 7/25/2003 6:10:06 PM GMTDT            


Dear reader,

Here's a compilation of tips for beginners who are interested in learning basic principles behind Starcraft. The post is long but you don't need to read every part to get started. Just look at whichever sections are relevant to what you want to learn; e.g. the latter half of the post is mostly just explanation of theory that you may or may not be interested in. As a general caveat, there are exceptions to every rule, so I'm not claiming these are always the right thing to do. They are just good principles to follow absent any compelling reason not to; as you get better, you'll start recognizing when to deviate from certain rules.

THE "BIG FIVE" BASIC PRINCIPLES

Here are the five basic skills that I think every new player should start out trying to get decently good at.

1) Always be building peons (SCV/drone/probe) from your town hall (town hall (CC/hatchery/Nexus) and put the peons to use on minerals/gas. Don't ever stop. Your CC/Nexus should always be flashing, your main hatchery should always have at least one drone building from larva. If you need to queue up peons, do it, but try to avoid having to do that since it ties up resources. When you get gas, typically put a maximum of 4 peons on it if unless it's far away from your hall.

2) Never be held back by your supply limit. Always build supply early enough in advance so that you're not waiting for your next depot/overlord/pylon. E.G. Generally you should start building your first depot/overlord/pylon when your supply reads 8. In later game, build it much earlier if you're pumping units faster.

3) Try to keep your resources as close to zero as possible by spending whatever income you're getting. If you have a barraks, make sure it's always making marines. If it's making marines and you have leftover money in the bank, build another barraks or tech, expand, etc. Just don't let your money sit in the bank.

4) Dont make too much static defense (cannons/bunkers/turrets/sunkens/etc.). Build those minimally. E.G. 2-3 cannons is about enough for each base you have, use mobiles for the rest of your defense. If you follow steps 1-3 well, you should not have to build any static defense early. In recreational play, never incorporate an early sunken/cannon/bunker into your regular build, you do not need it. So, do not start off building a forge and cannons with Toss, make a gateway and zealots instead. If you're losing because of following this advice, ask on the forum and we'll help you figure out what you're doing wrong.

5) Scout early. You'll want to use either a peon or an overlord if you're Zerg. When your supply reads 10, take a peon off your resources and send him around the map. Just hold down shift and click on various spots on the minimap.

LEARNING THE GAME

I would recommend the following steps to actually getting better at the game, working your way up from first computer opponents to real ones.

1) Go through the single player campaigns, at least the Terran one, they're fun and they teach you various basics. Make sure you log onto b.net at least once so you can get patched to the latest version. Don't worry too much about strategy when going through this; e.g. you may not be able to practice the Big Five in some missions if resources are limited or you're forced to build a lot of static defense to survive.

2) Next, try playing some 1on1's against the computer. I would pick simple maps like ladder/LostTemple or Challenger. Play until you can beat the computer consistently. Stick with one race, I recommend Protoss because they have the simplest build/economy structure but any race is fine.

3) Then try playing 1on1 against the computer without building any static defense until you can consistently beat it. Try to beat the computer as fast as possible, play aggressively and send your first units to attack when you get them, don't let any units sit in your base doing nothing but instead be constantly on the offensive.

4) Get online and play against real opponents. Start by creating "1on1 newbies only" games and kick out anyone who has an appreciable record, or not if you don't mind getting slaughtered. If you lose, save the replay, watch it, and figure out what your opponent did that beat you. Then try doing what he did against your next opponent. This way you're always copying people who are better than you. If you need practice, you can always play against the comp and get good at executing your learned strategy until you're comfortable with it.

5) If you can't get online and are creaming the computer regularly, try adding more computers. 1on2 should be manageable without having to build any static defense. If you can't do 1on2, do 2on3 where you ally yourself with one computer.

6) If you have specific questions about strats or things you've seen, post them in this forum. Do not post very generic questions like "How do I get better at Terran?", but rather stuff like, "My opponent made a bunch of wraiths in my last TvT game, I have no idea why but he did beat me, can you explain that strat?" Do not post those kinds of questions in this thread; this post's intention is to give a broad overview of general strats versus race-specific help such as counters and build orders.

THEORY OF ECONOMICS

Let me explain some of the rationale behind the Big Five now. For basics, my philosophy is that economic management is the key to any RTS and thus should be the first thing you learn how to get good at. If you can get money in as fast as possible, and spend it as fast as possible, then you'll do pretty well, and that's what the Big Five focuses on. If on the other hand, your opponent attacks you and you die with 1000 minerals in the bank, that's wasted money that could have e.g. been another 10 zealots or what not and you may have survived the attack. Making peons constantly means that you are getting resources as fast as possible. Peons make up for their cost very quickly. There is a limit to the number of useful peons you can have especially on smaller maps since only one peon can mine minerals at once, but I wouldn't worry about that for now. Most newer players forget to make peons and thus never come anywhere close to reaching that point. If you are oversaturated, it's no big deal at the recreational level.

At recreational level, I also believe it is more important to make sure you're spending your money on SOMETHING, versus fretting about the best unit or tactic to use. We can talk about specific tactics for race matchups, but that's more advanced and is likely to cause you to focus more on advanced stuff versus making sure you have the basics. I could e.g. teach you one tactic that can win you most of your newbie games with little effort, but that doesn't buy you much in the long run. Instead, for now, just make sure you build anything with your money so that it doesn't sit around in your bank account. Good things to spend your money on include: 1) more units 2) more unit-producing buildings like rax/gateway/hatcheries 3) upgrades 4) expansions (building a CC/Nexus/hatchery near another group of minerals).

For Protoss, for example, you'll start off making probes and probably build your first gateway. When that gateway is done, start making zealots out of it while you're still making probes and pylons. At some point, you'll have enough money to build another gateway, an assimilator for gas, or a cybernetics core for tech. Doesn't matter what you make, just choose one of those and build it. In later game, the principle is usually:

1) Look at your production buildings, make sure they're all making something (zealot, goon, carrier, whatever).

2) If they are all making units and you still have enough money for another production building, start on one.

It's not uncommon in later game for you to have 10 gateways by this principle, especially if you're playing on large maps with lots of resources.

As a general principle, try to avoid queueing for creating units as Terran/Toss, because this ties up resources. If you queue up 5 SCVs in your CC, that means there is 4 SCV's worth of minerals that's waiting to be used but is not actively being used, this is 200/0 worth of resources that could be going towards your next barraks or supply depot immediately. For a more extreme example, suppose you have one starport with 5 battlecruisers queued up. Four of those battlecruisers aren't actually being built so the queue is just tying up resources. You should instead have 3 starports building 1 battlecruiser each.

Queues are a convenience but have their drawbacks. In late game, you can't be producing at 100% efficiency such that you start a new unit everytime the previous is finished, and you'll probably have some surplus of resources so queueing may not tie up your resources significantly. But at least in early game, try to never have more than 2 units, even if that, in your production queue.

SCOUTING

As you do get better and start figuring out what to build, that's when scouting becomes important. You send an early scout out for two reasons. One is to start getting to know the map, even from basics such as whether you're on a land or island. The second is to find your opponent's base and get some idea of what he's doing, such as what race he is. In advanced play, recon is very important, as most decisions are not made blindly. Heavy emphasis is placed on figuring out some way to take a peek at what your opponent is doing and then to adjust what you're doing based on that.

STATIC DEFENSE

Static defense is all structures that have an attack. A common question is, "Why not build a lot of cannons and static defense? Cannons are great units -- they detect, fire at land and air, have awesome range, and straight up will kill units better than most other Toss units for the same cost." Cannons are deliberately made better than mobile units where the tradeoff is that they DON'T MOVE. You cannot beat your opponent by having a well defended base. A good opponent will see this and just leave you alone while taking expansion spots around the rest of the map. Remember that at your level of play, economics has a huge impact on winning or losing. If your opponent has 2 bases and you have 1, it doesn't matter how well defended your base is, you're going to lose in the long run.

Sadly, playing single player missions tends to encourage mass static defense. Building cannons works great against the computer because it'll just mindlessly throw forces at your cannons and get them slaughtered. Some single player missions are in fact very hard to beat without building static defense. This encourages very bad habits for multiplayer. The computer isn't smart enough to figure out that it should just ignore your cannons. You can build a bunch of tanks and bunkers and then go out to lunch, and when you come back the computer will have no units and no resources because it wasted them all against your defenses. Players will not do this, though.

Getting more concrete, suppose you start out building 3 cannons early. That's great defense and your opponent will see this when he scouts you. This is good news for him though because he knows you've been spending money on defense versus mobile units so he's safe from being attacked by you. 3 cannons is a bit more cost than a Nexus, so this means that if you both are getting resources at the same rate, he can for that same money plop down a Nexus at the nearest resource node for free. Now you're essentially going to be fighting one base against two, and you will lose unless out of some miracle.

MAPS

I will now address the issue of map choice, as an addendum in response to comments below. My intention is not to make a strong statement that will cause controversy, but to share some knowledge that can help you make informed decisions.

There are generally two broad classifications of maps, so-called normal maps versus money maps. Money maps have overwhelming resources, enough that you will never have to worry about expanding or running dry. This includes zero clutter map, big game hunters, and fastest maps. Money maps simplify the game in many ways because you can focus just on one base strategies. And it makes some parts of basic skills more challenging because, for example, it's much hardeer to keep your resources near zero and it's not atypical to max out on 200 supply and still have near infinite amount of resources. On the other hand, money maps tend to reward strategies that are typically not feasible in other games, such as turtling (building a lot of static defense) and teching to capital units such as carriers, i.e. "turtle & tech".

If you folow the Big Five principle on those maps, you should still have an advantage over someone who does not because e.g. he builds many cannons. But, it is far easier at a beginner level to win by turtle & tech than to play conventionally, so money maps tend to favor these kinds of tactics at that level.

The type of map and experience you choose for yourself is up to you, and e.g. the vast majority of recreational Starcraft players prefer money maps because those simply the game to an extent that they don't have to learn some aspects of the Big Five. My only strong recommendation is that you start with land maps, since island maps add a whole new level of complexity and at beginner level usually involve memorizing some canned build order and attack regardless of the situation.

RUSHING
One of the frustrating parts about Starcraft is learning to defend against rushes. Even new players can learn some build order that will work against most players since some attacks are easier to execute than defend against. A common one is a zergling rush where you don't make any drones and just build an early spawning pool, this is a "do or die" attack but it often works against recreational players. If you follow the Big Five, you should be well equipped to deal with any early game attack. If you are attacked before you have many units, use your workers for defense. If you are attacked and have units but don't have enough, the solution is NEVER to build static defense. Watch the replay and see how he got so many units, it's likely that he either has better economy management, or more unit producing structures. For example, if you build a cybernetics core and gas for tech and he builds 2 gateways, then you will probably get run over by superior forces. Just modify your build order next time so that you don't tech as fast, but instead make early units. Just remember, there is NEVER a need a to build static defense to stop early rushes in recreational level. You should always be able to adjust your build or use workers.

ADVANCED PLAY
If you want to learn more about advanced tactics, I would recommend watching replays on sites such as WGTour ( http://www.wgtour.com/rep.php?datab=broodwar ). Just click on the replays and save them to your "maps" directory. Watch how the pros play, and ask questions here about things you don't understand and we'll be happy to explain.

CONCLUSIONS
Overall, pay attention to your resources and learn by watching your opponent's replays when you get beat. Ask questions here for anything you're confused about. Check out the Starcraft Compendium ( http://www.battle.net/scc/ ) since it overall has pretty good advice. Get good at the Big Five. Watch your replays afterward to make sure you are actually building peons nonstop and that you're not letting money stockpile. Good luck.
l(13)hww19(威望:43) l 2005-05-09 22:50:58 l  sd l Posts: 555
r  真长啊
l(14)Ulster(威望:2) l 2005-05-09 22:54:02 l  武汉 l Posts: 228
最好成绩!
l(15)billyboy(威望:0) l 2005-05-09 22:56:45 l  swufe l Posts: 292
支持一下,辛苦了
l(16)keakon(威望:47) l 2005-05-09 22:59:55 l  YY611 l Posts: 1145
hww19在干啥啊
l(17)hww19(威望:43) l 2005-05-09 23:02:01 l  sd l Posts: 555
菜鸟指南英文原版,哈哈
l(18)future2031(威望:3) l 2005-05-09 23:02:46 l  N/A l Posts: 336
我就是个打了四年星际的大菜鸟,也不想做高手,所以就不看了-_-
l(19)beartiger(威望:0) l 2005-05-09 23:05:17 l  usa l Posts: 77
我是菜鸟
l(20)viva_rush(威望:0) l 2005-05-09 23:13:50 l  Snow_Dk l Posts: 156
支持中文
l(21)NTTfans(威望:9) l 2005-05-09 23:14:40 l  水瓶宫 l Posts: 833
to all: gan kuai GG !
l(22)hawklqw(威望:3) l 2005-05-09 23:15:06 l  北京 l Posts: 1750
我是菜鸟,学习中。。。
l(23)nopassword(威望:0) l 2005-05-09 23:22:45 l  china l Posts: 1
我APM在90-200之间跳跃,开局圈农民点R的时候会超过250.我是不是也告别菜鸟了.
l(24)INLEEK(威望:5) l 2005-05-09 23:23:38 l  bj l Posts: 138
最好不要单手造兵。
最好不要迷信克隆,合理编队使用魔法是最快最稳的。
最好杜绝些坏习惯,比如造农民时习惯性设置集结,当然你有洗螺丝那手速的话费操作多一点没关系。
l(25)SC Forever(威望:4) l 2005-05-09 23:25:17 l  深圳 l Posts: 277
该用户对此录象的评分为8

如果你是虫族,你的主基地必须保证至少有一个雄蜂(Drone)在生产。

这句话我持保留意见……刚开始五六个农民时是这样的,但达到一定数量——比如经典的“八三比例”——时,大家都知道,任何一个卵都是宝贵的……

另外,星际的五大原则2  造第一个人口,诔跗冢梢悦吭旒父霰ㄉ褡逡恢炼觯┚凸鄄煲幌氯丝谏舷蕖R坏┲皇O?个以下人口上限的时候   有乱码
l(26)guow88liu(威望:0) l 2005-05-09 23:38:36 l  云南。昆明 l Posts: 156
写的不错 ~像我一样的才鸟一定要看啊!!!
l(27)qzjjp(威望:1) l 2005-05-09 23:54:42 l  NJ l Posts: 58
就是为我写的啊:)
l(28)forlee1982(威望:0) l 2005-05-10 00:12:23 l  湖南 l Posts: 3
作者写的真好啊。
佩服佩服啊:)
l(29)forlee1982(威望:0) l 2005-05-10 00:15:08 l  湖南 l Posts: 3
再顶一下,支持楼住的辛苦协作,哈哈
并祝自己好运每一天啊:)
l(30)gnail(威望:3) l 2005-05-10 00:49:11 l  guang xi l Posts: 1474
当你厉害到像NAL_RA一样可以创造新战术的时候,你就告别菜鸟啦
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