Well I decided to give wc3 a go, I played it when I was young and didn't really like it. Well I really didn't like any real time strategy games when I was younger, now I do and I gave it a go. Now I have taken about 50 games, and I realize that my game understanding is SUPER trivial just from seeing all the bronziez with 10 wins on Sc2 forums talk about how the game design is broken.
Firstly I really like the gaming atmosphere and the campaign etc. Its just really good.
But here is one thing I noticed, maps are so wide and open that its a really good place to just launch an early game attack. (no ramp on main base and so on and so forth)
And there are so few like really effective defensive units like sentries and stationary structures aren't really that good because the map is so open wide so that if you want to cover the entrance to your base you have to make like 50 turrets.
So the only way to defend is to make aggressive units and then why not just push out if you are going to be massing those up.
Also every race has a building units mechanism like terran but you make units even slower (way the hell slower) so you can't instantly make a shitton of units and that leads to you must almost never be focusing on economy you must be just massing units constantly because the other guy might just kill you at any moment and (no larvea or warp-in for you)
So it leads to some very interesting micro and one basy all-in'ish play, wether that's better then how you play sc2 I have no idea but I think its a great game!
Don't know if it fits me though.
I have no Idea wether what I said just now is completely bs and I get completely shat over by you TL guys or not and what I said people agree on.
"If I was your wife I would poison your coffee" "Well If I was your husband I'd drink it"
I think races have stronger early game defense in WC3 due to the added defense mechanism for every race... Moon wells, orc burrows, militia and ghouls/creep for undead... BW has nothing of that, so allins are more dangerous there. Also, troop movement is slower in wc3, the only potent allins are accompanied with tower rushes or other buildings, I feel.
I'm taking whatever coverage I can get, because frankly, I'm busy working on this million dollar deal at my job. Early retirement is a good thing brotha man. - MessengerASL
Roggay Switzerland. September 24 2012 20:49. Posts 4813
From what I know of wc3, sim city is actually EXTREMELY important to protect your base, you want to have the correct layout to correctly defend your base (like walling your peons with undead and stuff). Go watch some vods of pro games, maybe this will help you.
Velr Switzerland. September 24 2012 20:50. Posts 5177
What are you playing? TfT or not (that changes the UD one significantly)...
The only race you could really engage earlygame in his Base with your army was Human because his base defense let him lose workers... You would still lose horribly but at least he probably lost some workersl...
Nightelf? Moonwells that Heal the Army and Buildings that hit you would like to have a word. Orks? Them Burrows do serious hurt. UD? The Deathstar + Bonus natural Health-Regen on blight.
+the defender has a Shop in his base, you don't. +actual defensive structures that also put out serious hurt (or other effects).
Defenders advantage is BIG in WC3...
Manit0u Poland. September 24 2012 20:58. Posts 9883
It's very hard to kill someone outright in WC3. Usually people _try_ to accomplish this with human or orc tower rush, night elf AoW + archer rush -> contain with protectors and catas. Most of the time you'll just end with contain instead of a kill and will have to transition into mid-late game anyway.
Timing pushes is what's WC3 is all about. Catching UD when he's transitioning from T2 into T3, raping OR burrows before he gets out his T2 units, messing up HU economy by constantly raiding his workers, hunting NE wisps. Generally catching your opponent in two ways: creepjacking his army or raping his workers while he's away and doesn't have TP.
Scouting plays a HUGE factor in WC3.
Time is precious. Waste it wisely.
Mr.Bimbles Iceland. September 24 2012 21:01. Posts 386
On September 24 2012 20:58 Manit0u wrote: It's very hard to kill someone outright in WC3. Usually people _try_ to accomplish this with human or orc tower rush, night elf AoW + archer rush -> contain with protectors and catas. Most of the time you'll just end with contain instead of a kill and will have to transition into mid-late game anyway.
Lol I got all those pushes that you mentioned in some games I played.
"If I was your wife I would poison your coffee" "Well If I was your husband I'd drink it"
Manit0u Poland. September 24 2012 21:20. Posts 9883
If you get rushed like that, just be patient. Put up some defensive structures yourself, build some catas and try to hold, preferably killing enemy workers as they attempt to plant new towers closer to your main.
To beat this, you can either get a hidden expansion (pretty easy with night elf) or sneak out with your hero and a couple of units to rape enemy workers at home (as all of their economy is being put into the contain and he will have 0 defense at home). If he TP's back to defend his base, you simply TP back to yours and break the containment as his army won't be there.
Edit: If you see him towering up outside of your base and your army is out, don't rush to defend, go for his main instead. It'll be some time before his towers will be up and running and even more time before they can do any significant damage. Use this time to rape his econmy/force a TP. This will make your life easier and possibly end the tower rush right there and then.
WC3 mind tricks
Last edit: 2012-09-24 21:27:22
Time is precious. Waste it wisely.
Mr.Bimbles Iceland. September 24 2012 21:37. Posts 386
On September 24 2012 21:20 Manit0u wrote: If you get rushed like that, just be patient. Put up some defensive structures yourself, build some catas and try to hold, preferably killing enemy workers as they attempt to plant new towers closer to your main.
To beat this, you can either get a hidden expansion (pretty easy with night elf) or sneak out with your hero and a couple of units to rape enemy workers at home (as all of their economy is being put into the contain and he will have 0 defense at home). If he TP's back to defend his base, you simply TP back to yours and break the containment as his army won't be there.
Edit: If you see him towering up outside of your base and your army is out, don't rush to defend, go for his main instead. It'll be some time before his towers will be up and running and even more time before they can do any significant damage. Use this time to rape his econmy/force a TP. This will make your life easier and possibly end the tower rush right there and then.
WC3 mind tricks
Hmmm sounds smart...
"If I was your wife I would poison your coffee" "Well If I was your husband I'd drink it"
HeeroFX United States. September 24 2012 22:30. Posts 1953
On September 24 2012 20:35 Mr.Bimbles wrote: Also every race has a building units mechanism like terran but you make units even slower (way the hell slower) so you can't instantly make a shitton of units and that leads to you must almost never be focusing on economy you must be just massing units constantly because the other guy might just kill you at any moment and (no larvea or warp-in for you)
The reason for not focussing on macro as much is probably mainly the tax you have to pay for having units, the whole hero-experience mechanic, and not the speed at which you build stuff. If it was just the unit production speed limiting your macro, you could just build more production facilities.
If Rax in SC2 produced half as quickly, you would just get twice as many Rax, and not focus less on economy or something.
monk United States. September 24 2012 23:10. Posts 6991
On September 24 2012 20:35 Mr.Bimbles wrote: Also every race has a building units mechanism like terran but you make units even slower (way the hell slower) so you can't instantly make a shitton of units and that leads to you must almost never be focusing on economy you must be just massing units constantly because the other guy might just kill you at any moment and (no larvea or warp-in for you)
The reason for not focussing on macro as much is probably mainly the tax you have to pay for having units, the whole hero-experience mechanic, and not the speed at which you build stuff. If it was just the unit production speed limiting your macro, you could just build more production facilities.
If Rax in SC2 produced half as quickly, you would just get twice as many Rax, and not focus less on economy or something.
You have no clue what you are talking about, With sim city + anti rush mechanics it's impossible to rush someone in wc3 if you are not using towers to do so.
A good strategy means leaving your opponent room to make mistakes
ArcticRaven France. September 25 2012 03:04. Posts 1180
Well, lol, yes, what you said is bs, but good on you realizing that.
But here is one thing I noticed, maps are so wide and open that its a really good place to just launch an early game attack. (no ramp on main base and so on and so forth)
And there are so few like really effective defensive units like sentries and stationary structures aren't really that good because the map is so open wide so that if you want to cover the entrance to your base you have to make like 50 turrets.
So the only way to defend is to make aggressive units and then why not just push out if you are going to be massing those up.
You can defend pretty much everything early-game with good enough micro even with just a single hero and 3-4 units. (Sometimes even just one unit, sometimes just a hero. Hell, some people tech straight to T2 before building a rax.) Early-game def. is so strong if you sim-city correctly. Orcs have burrows, NE has wells + attacking trees, HU has militia (which together with a proper base-block and one tower makes early-game rushes against HU impossible), while UD is nigh-on uncrackable (as in, getting to the point where you can take out very important structures) until late-game. Just get used to using the built-in race defense and get used to pulling workers to mass-repair.
The only halfway-viable early-game rush is the T1 HU TR on maps like EI or close-positions TR, and even then, it's a gamble for the HU player, and it's something you only do if you're super-confident in your micro or super-confident in your opponent's suckiness~
Also every race has a building units mechanism like terran but you make units even slower (way the hell slower) so you can't instantly make a shitton of units and that leads to you must almost never be focusing on economy you must be just massing units constantly because the other guy might just kill you at any moment and (no larvea or warp-in for you)
So it leads to some very interesting micro and one basy all-in'ish play
Idk what race you play, but the only race that is mostly forced to one-base it until late-game T3 is UD. HU and NE have the most expansion options (can do so at all tiers), while Orc is pretty much restricted to T2 & T3 expansions.
Now, if you've said that War3 is so timing-based, then yeah, you'd have a point. I think Grubby said it best when he stated that War3 is basically a game of very, very thin-sliced timings. Not just on the micro level (pulling units back when they're about to die, throwing out spells/abilities when they're about to die, TPing when you need to but not before you've dealt as much damage as you can, etc.) but also on the grander scale due to the War3 style of macro, which is super-different compared to BW/SC2 macro. It's not "build workers, build units," and you shouldn't think about it like that. War3 has more types of resources than BW/SC2, which actually makes it complicated as hell. Not only do you have gold/wood management (with the added wrench of "upkeep" thrown in, so you need to know when you can bank, when you can break upkeep, etc. + a subfield of "item management," which is what you should buy and when), you also have experience management (which includes things like efficient creep routes, knowing your opponent's creep routes, knowing where they've been based on what items they have, etc.). And this is all just the fundamental basics you need to know. It makes the game super-convoluted, but also prone to "come-backs" since there are so many ways you can try to grab an advantage (economy, tech, exp., items, etc.).
Anyways, if you want to see what the power of properly controlled macro can do in War3, take a look at these replays: TH000 vs. Lyn, TH000 vs. Lucifer, and this 2v2 with TH000+Yumiko. (If you're wondering why TH000 makes so many appearances, it's because he's a magician. And HU. Also because he's probably the best war-of-attrition style player atm; the other two who're also good at this style are Infi and Moon imo, but obviously Moon no longer plays and Infi's fallen off since trying to do his little hybrid gig. Lucifer and Yumiko are probably the next best late-game players these days.)
EDIT: Overall, I think the one thing every new person starting War3 should know ... play like a patient mofo. Seriously, tower rushes can last like 10 minutes, you just need to drag it out until you get your tech out and they lose a little too much or move their hero to the wrong spot ... Lose your whole main? No problemo. Play smart until they break bank. Don't panic, and don't get discouraged. Grubby said one of the most important things he learned from War3 is that the game's never over it's over. Here is another replay of 1-base UD beating 3/4-base HU btw: Lucifer vs. TH000.
Last edit: 2012-09-25 04:13:46
[insert StarTale icon here]
Mr.Bimbles Iceland. September 25 2012 07:11. Posts 386
But here is one thing I noticed, maps are so wide and open that its a really good place to just launch an early game attack. (no ramp on main base and so on and so forth)
And there are so few like really effective defensive units like sentries and stationary structures aren't really that good because the map is so open wide so that if you want to cover the entrance to your base you have to make like 50 turrets.
So the only way to defend is to make aggressive units and then why not just push out if you are going to be massing those up.
You can defend pretty much everything early-game with good enough micro even with just a single hero and 3-4 units. (Sometimes even just one unit, sometimes just a hero. Hell, some people tech straight to T2 before building a rax.) Early-game def. is so strong if you sim-city correctly. Orcs have burrows, NE has wells + attacking trees, HU has militia (which together with a proper base-block and one tower makes early-game rushes against HU impossible), while UD is nigh-on uncrackable (as in, getting to the point where you can take out very important structures) until late-game. Just get used to using the built-in race defense and get used to pulling workers to mass-repair.
The only halfway-viable early-game rush is the T1 HU TR on maps like EI or close-positions TR, and even then, it's a gamble for the HU player, and it's something you only do if you're super-confident in your micro or super-confident in your opponent's suckiness~
Also every race has a building units mechanism like terran but you make units even slower (way the hell slower) so you can't instantly make a shitton of units and that leads to you must almost never be focusing on economy you must be just massing units constantly because the other guy might just kill you at any moment and (no larvea or warp-in for you)
So it leads to some very interesting micro and one basy all-in'ish play
Idk what race you play, but the only race that is mostly forced to one-base it until late-game T3 is UD. HU and NE have the most expansion options (can do so at all tiers), while Orc is pretty much restricted to T2 & T3 expansions.
Now, if you've said that War3 is so timing-based, then yeah, you'd have a point. I think Grubby said it best when he stated that War3 is basically a game of very, very thin-sliced timings. Not just on the micro level (pulling units back when they're about to die, throwing out spells/abilities when they're about to die, TPing when you need to but not before you've dealt as much damage as you can, etc.) but also on the grander scale due to the War3 style of macro, which is super-different compared to BW/SC2 macro. It's not "build workers, build units," and you shouldn't think about it like that. War3 has more types of resources than BW/SC2, which actually makes it complicated as hell. Not only do you have gold/wood management (with the added wrench of "upkeep" thrown in, so you need to know when you can bank, when you can break upkeep, etc. + a subfield of "item management," which is what you should buy and when), you also have experience management (which includes things like efficient creep routes, knowing your opponent's creep routes, knowing where they've been based on what items they have, etc.). And this is all just the fundamental basics you need to know. It makes the game super-convoluted, but also prone to "come-backs" since there are so many ways you can try to grab an advantage (economy, tech, exp., items, etc.).
Anyways, if you want to see what the power of properly controlled macro can do in War3, take a look at these replays: TH000 vs. Lyn, TH000 vs. Lucifer, and this 2v2 with TH000+Yumiko. (If you're wondering why TH000 makes so many appearances, it's because he's a magician. And HU. Also because he's probably the best war-of-attrition style player atm; the other two who're also good at this style are Infi and Moon imo, but obviously Moon no longer plays and Infi's fallen off since trying to do his little hybrid gig. Lucifer and Yumiko are probably the next best late-game players these days.)
EDIT: Overall, I think the one thing every new person starting War3 should know ... play like a patient mofo. Seriously, tower rushes can last like 10 minutes, you just need to drag it out until you get your tech out and they lose a little too much or move their hero to the wrong spot ... Lose your whole main? No problemo. Play smart until they break bank. Don't panic, and don't get discouraged. Grubby said one of the most important things he learned from War3 is that the game's never over it's over. Here is another replay of 1-base UD beating 3/4-base HU btw: Lucifer vs. TH000.
Wow, you put way more effort into that then I put into my thread, props!
But yeah I kinda got almost all you said there, will try and work on my play! :D
"If I was your wife I would poison your coffee" "Well If I was your husband I'd drink it"
Manit0u Poland. September 25 2012 08:16. Posts 9883