starcraft 2 end game strategy

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Starcraft 2 end game strategy

Mirror, mirror, on the wall, which is the best match-up of all? Mirror matches, or matches where both players play the same race, have their own unique strategies for StarCraft 2. However, the match-up has seen some change recently. Protoss versus Protoss meanwhile has a lot of different openings. Terran versus Terran used to be a chess match on steroids, with mainly Tank Marine Medivac being most popular.

However, the match-up changed as time went on. There are a few different openers which generally lead to the same point: getting to three bases with two to three Ravens. To go all out, or not to go all out? Cheeses are strategies that are designed to straight out win the game if it remains unscouted by the opponent. Every race has a set amount of cheesy tactics that they can employ. From proxied marines to proxied reapers, there are options for every match-up.

Players do this for two reasons. Wardi says Zerg has some crazy all-in approaches for the mirror match-up now. With the drones you also have minerals to build spine crawlers and your opponent's defensive execution has to be absolutely perfect to defend.

Protoss always had a lot of different cheeses in their arsenal. One of the most popular ones is the cannon rush, where Protoss players build high dps photon cannons in the base of their opponent. StarCraft 2 is famous for players delivering game ending damage in the blink of an eye. One baneling explosion or a single marine drop can outright end the game.

The classic, but recently falling out of favour. If he moves out too early for Broodlords, you build as many Banelings as possible and roll over his army with your hopefully superior economy. This is very volatile since you need perfect Mutalisk control and if you lose some to a lucky Thor shot, the opponent can just move out and kill you straight away.

Also, the current trend for heavily upgrades Marines allows the Terran to keep only a small number of Marines in the base while he's still safe. The high gas cost of Mutalisks also makes teching very hard, but if you keep upgrading mutalisks and manage to transition into Broodlords, they will spawn with good upgrades, which can give you a significant advantage. My favourite. You basically build only Drones and Zerglings while using all the gas for double Upgrades and a fast tech to some Infestors.

As soon as the Infestation Pit is done and you research the Infestor Energy upgrades, you start the Spire and Hive at the same time and as soon as both finish they have the same build time , you morph the Greater Spire and get Broodlords.

After that it's all about positioning and Fungal Growth. This Strategy needs very good map awareness and perfect Injects to always have the exact amount of Zerglings that you need to be safe. Banelings can become neccessary against Marine heavy compositions, but they delay your Broodlords, so think twice before getting them. While Ultralisks were considered useless for quite a long time they are recently used a lot more and with a lot more success.

Your earlygame Units are Zerglings and Roaches, the exact composition depends on the opponents composition. On this basis, tech to Lair and Spire, get Mutalisks and harass him until he gets forced into a desperation attack or rolls over and dies. Keep the Colossus count as low as possible but don't lose Mutalisks. In the mean time you get Air upgrades, Infestors, Hive and Greater Spire followed by Broodlords and some Infestors, you then move out and kill him or defend his desperation attack and then move out to kill him.

Blink Stalkers make Harass very hard and if he opens with some sort of non-cheese Stargate, don't even try it. Since the Patch that added the Phoenix Range upgrade, Phoenixes counter Mutalisks very easily and you won't be cost efficient unless he screws up his Phoenix micro. As a more stable strategy, you open with a lot more Roaches instead of Mutalisks, which leaves you with more gas that you can use for Upgrades, Infestors and faster Broodlords.

If he goes Stargate play, either get some Hydralisks max 3 per Phoenix and kill him with your Roach army or get a Spire for some Corruptors. You might want to get a Spire for Corruptors if you scout or suspect Colossi to counter those, you can later morph it into the Greater Spire for Broodlords. After that it comes down to Fungal on his Blink Stalkers and keeping them away from Broodlords. Nope, they don't get used. Immortals rip Ultralisks to Shreds and while theoretically Fungal Growth can allow Ultralisks to connect with Blink Stalkers, i've never seen anyone do that successfully.

The in my opinion most volatile Matchup still hasn't really developed a solid lategame, it usually starts with Roaches and ends with Roaches or with 2 banelings in your mineral line , so it's hard to write down a solid game plan, but i'll try anyways. From there, you get a few infestors out and try to survive with equal bases and equal unit count until you get some Broodlords out.

As with all non-Mutalisk Broodlord strategies, you should start Spire at the same time as your Hive and then morph into Greater Spire as soon as both finish. If the opponent scouts your Spire and the Hive he will most likely get a Spire for Corruptors, which means you need a similar amount of Corruptors together with your Broodlords.

However, he might just decide to get lots of Roaches instead and kill you straight up since you sank a lot of gas into Tech that he now has in Units. You can stop that by adding a lot of Zerglings to your Roaches or counter attacking, but this is still the most dangerous moment in the game. From there you slowly transition into Hive and Ultralisks. You can get Melee Upgrades early on instead of Ranged to make better use of the Ultralisks in the late game but it's a risk in the Roach midgame.

You then engage his Army and Fungal his Roaches in as big clusters as you can so you make the most use of Ultralisk Splash. With the very Infestor focussed metagame at the moment, it's not a good idea to go Mutalisks if the Opponent has Infestors ready. It depends on what the enemy does. Mutalisks are a good solution for the midgame and perfect for harassment and map control, but they die quickly to hydralisks.

Against a mainly Hydralisk army a group of ultralisks and banelings don't forget banelings in lategame work very well. He can either kite the banelings and get AoE damage from the ultralisks or kill the ultralisks and get obliterated by banelings.

Anyways, try not to let it come to the lategame, contain your enemy in the midgame with a big amount of mutalisks so you just get the superior economy and can just throw wave after wave of units into his base. When you watch the replays of these games what do you see? If you are not watching replays of your losses, that's the first thing you can do to improve.

However, there are lots of issues besides unit comp that affects who wins a big battle. Are your armies equivalent in food costs when they collide? That's another potential issue. Even if you both had the exact same number of units and upgrades, you might still not win. Are you engaging his entire army with half of yours, then with the other half 30 seconds later? That's a potential recipe for disaster. Is his army surrounding yours, on high ground, or otherwise in a better position?

Those are the kinds of things that can affect who wins and that replays can help identify. If you see that they have mass hydra, you probably shouldn't go mass muta if you want to have a big head to head army fight. If you do happen to end up with mass muta and are facing mass hydra, you can take advantage of mass muta's mobility advantage, and kill anything that is not near the relatively slow hydra ball.

If the hydras are in the main, take out an expansion. If the hydras are guarding the expansion, fly to the main and kill off some workers or tech buildings.

Though we had some concerns regarding the matchup going into the current patch, the changes to Zerg seem to have been offset by changes in the map pool.

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Scooby doo 2 monsters unleashed game download PtitDrogo vs Lilbow. Thanks to this and to imitation learning techniques and latent variables that represent a wide diversity of opening moves, AlphaStar is prevented from forgetting throughout training. In the aftermath of Legacy of the Void, the Tal'darim have shaken off their connection to the Xel'naga Amon, while still retaining their customs of strength and usurping their superiors. Truly though, those 2 units are not good as a "single unit army" late game against a decent opponent. For example, its neural network architecture is capable of modelling very long sequences of likely actions - with games often lasting up to an hour with tens of thousands of moves - based on imperfect information. Overwatch League. Bonyth vs StRyKeR.

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In fact, a few of them are genuinely bad ideas. And that's why they're so much fun. Here they are, in no particular order. Scrap Station, for example, is the perfect testing ground for this beauty. As soon as you can, build an extra Command Center as close to the edge of your base as possible or use your original.

You should also have an Engineering Bay at the ready. YES NO. Was this article informative? In This Article. Summary: StarCraft II once again centers on the clash between the Protoss, Terrans, and Zerg, with numerous upgraded and brand-new units and abilities in addition to familiar, trusted units and strategies that allow for fresh tactics and strategies.

Franchises: Starcraft. Genres: Strategy. Platforms: PC, Macintosh. Developers: Blizzard Entertainment. Once you have these structures you can begin to cycle through them. If I am ever idle in the game I immediately hit 4 to see if I am building workers. If not, I put some in queue. Then I hit 6, and so on.

As you develop a better ability to focus you should begin trying to do this all the time, even in battles. SImply making sure that you hotkey your structures and developing a habit of checking in on them will give you an edge. New players often use very grand Starcraft 2 strategies. This is why low-level replays usually consist of two players building their bases for thirty minutes before venturing out to test the enemy defenses. Each player is trying to develop the perfect combination of units and upgrades.

There are two problems with this. The first is that the tech structures required cost time and resources. This is not SimCity. Your very nice base can easily be dismantled by a player who has devoted resources to building units instead of teching up. One consists of Marine and Marauders. Which is easier to control? A simple strategy is often the best strategy for new players.

Instead of trying to build everything, just try to build a few units. It seems silly, but by doing this I can devote more attention to using what I have effectively. If you manage to become a real pro at Starcarft 2 you will, of course, be able to use all kinds of units at once. But until then, keep thing simple. One very popular Starcraft 2 strategy that new players can easily execute is the timing push.

The timing push is simply an attack that takes place at a time that is beneficial for you. The key is to attack as soon as the upgrade is finished. Timing pushes are also frequently used in conjunction with expansions. Sending out an attack while you are building your expansion is often a good idea.

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However, the Xanthos will summon reinforcements three times as it is attacked, and these can cause significant damage to the player's forces. If need be, pull back and repair, as the Xanthos will slowly move toward the Gorgons and give the player ample time in this form. After the Xanthos is fully destroyed, the player plays a short section where they kill Davis. Allow the Xanthos as much time as it can take on the first few waves by allowing it to destroy a few Gorgons, usually it will be defeated by the defensive forces on the second Gorgon.

As this is going on, amass a fleet of battlecruisers. Off of two bases this should allow for three starports worth of battlecruiser production. Dump spare minerals into marines to help in the defense. After the second wave, use tactical jump to teleport on top of the Xanthos, and release all yamato cannons on it. This will put it into its final form, after which jump back to base. The support forces at the final base will not follow the Xanthos as it now attempts to destroy the Gorgons in its final form, and it can be picked away at the player's leisure from this point.

Use the surviving battlecruiser's Yamato cannons outside of the Xanthos's to chip away at it and prevent the reinforcements it spawns from attacking the player's forces. Complete the "End Game" mission without losing any Gorgons to the Xanthos's attacks on Normal difficulty or higher. Destroy the Xanthos before its 3rd activation in the "End Game" mission on Hard difficulty or higher.

A reference to the line "I am inevitable" from Thanos in the film Avengers: Endgame. This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki. Do you like this video? Track her down and bring her in to stand trial for her crimes. We tried that , it didn't work. There's only one way to stop her. I have publicly declared Davis is to stand trial in a court of law. Bring her back alive Nova. We will die for Arcturus before we serve his murderer".

We will go wherever you need. They'll need us to solve them, our own way". StarCraft II Achievements. Wings of Liberty. Wings of Liberty Achievements. Mar Sara Missions. Mar Sara Mastery. The Moebius Factor Alive Inside! Story Mode. Missions Mar Sara Missions Dr. Heart of the Swarm. Heart of the Swarm Achievements. With Friends Like These Worker Rush Surprise! Legacy of the Void. Legacy of the Void Achievements.

Prologue Missions. For Aiur! Mission Packs. Mission Packs Achievements. Nova Covert Ops. Mission Pack 1. Paradise Not Lost What Mothership? Co-op Missions. Co-op Missions Achievements. Suit Up! The A. Han and Horner. Holy Macromony Did It Work? Have a Portable Charger? Prophecy Fufilled. Co-op Difficulty Co-op Bonus Exp.

Mutator Difficulty Bounty. Exploration Achievements. Guide One. Guide Two. Challenge Accepted, Too! Guide Three. Guide Four. Custom Games. Custom Games Achievements. Very Easy AI. Medium AI. Harder AI. Elite AI. Versus Achievements. Melee Combat. Beep, Beep, Boom! Versus AI. On this basis, tech to Lair and Spire, get Mutalisks and harass him until he gets forced into a desperation attack or rolls over and dies. Keep the Colossus count as low as possible but don't lose Mutalisks. In the mean time you get Air upgrades, Infestors, Hive and Greater Spire followed by Broodlords and some Infestors, you then move out and kill him or defend his desperation attack and then move out to kill him.

Blink Stalkers make Harass very hard and if he opens with some sort of non-cheese Stargate, don't even try it. Since the Patch that added the Phoenix Range upgrade, Phoenixes counter Mutalisks very easily and you won't be cost efficient unless he screws up his Phoenix micro. As a more stable strategy, you open with a lot more Roaches instead of Mutalisks, which leaves you with more gas that you can use for Upgrades, Infestors and faster Broodlords. If he goes Stargate play, either get some Hydralisks max 3 per Phoenix and kill him with your Roach army or get a Spire for some Corruptors.

You might want to get a Spire for Corruptors if you scout or suspect Colossi to counter those, you can later morph it into the Greater Spire for Broodlords. After that it comes down to Fungal on his Blink Stalkers and keeping them away from Broodlords. Nope, they don't get used. Immortals rip Ultralisks to Shreds and while theoretically Fungal Growth can allow Ultralisks to connect with Blink Stalkers, i've never seen anyone do that successfully.

The in my opinion most volatile Matchup still hasn't really developed a solid lategame, it usually starts with Roaches and ends with Roaches or with 2 banelings in your mineral line , so it's hard to write down a solid game plan, but i'll try anyways. From there, you get a few infestors out and try to survive with equal bases and equal unit count until you get some Broodlords out. As with all non-Mutalisk Broodlord strategies, you should start Spire at the same time as your Hive and then morph into Greater Spire as soon as both finish.

If the opponent scouts your Spire and the Hive he will most likely get a Spire for Corruptors, which means you need a similar amount of Corruptors together with your Broodlords. However, he might just decide to get lots of Roaches instead and kill you straight up since you sank a lot of gas into Tech that he now has in Units. You can stop that by adding a lot of Zerglings to your Roaches or counter attacking, but this is still the most dangerous moment in the game.

From there you slowly transition into Hive and Ultralisks. You can get Melee Upgrades early on instead of Ranged to make better use of the Ultralisks in the late game but it's a risk in the Roach midgame. You then engage his Army and Fungal his Roaches in as big clusters as you can so you make the most use of Ultralisk Splash. With the very Infestor focussed metagame at the moment, it's not a good idea to go Mutalisks if the Opponent has Infestors ready. It depends on what the enemy does.

Mutalisks are a good solution for the midgame and perfect for harassment and map control, but they die quickly to hydralisks. Against a mainly Hydralisk army a group of ultralisks and banelings don't forget banelings in lategame work very well.

He can either kite the banelings and get AoE damage from the ultralisks or kill the ultralisks and get obliterated by banelings. Anyways, try not to let it come to the lategame, contain your enemy in the midgame with a big amount of mutalisks so you just get the superior economy and can just throw wave after wave of units into his base.

When you watch the replays of these games what do you see? If you are not watching replays of your losses, that's the first thing you can do to improve. However, there are lots of issues besides unit comp that affects who wins a big battle. Are your armies equivalent in food costs when they collide?

That's another potential issue. Even if you both had the exact same number of units and upgrades, you might still not win. Are you engaging his entire army with half of yours, then with the other half 30 seconds later? That's a potential recipe for disaster. Is his army surrounding yours, on high ground, or otherwise in a better position? Those are the kinds of things that can affect who wins and that replays can help identify. If you see that they have mass hydra, you probably shouldn't go mass muta if you want to have a big head to head army fight.

If you do happen to end up with mass muta and are facing mass hydra, you can take advantage of mass muta's mobility advantage, and kill anything that is not near the relatively slow hydra ball. If the hydras are in the main, take out an expansion. If the hydras are guarding the expansion, fly to the main and kill off some workers or tech buildings. If you add an overseer to your muta ball, you can kill off all their creep tumours, making the hydras even slower and reducing your opp's vision.

Sign up to join this community. The best answers are voted up and rise to the top. Zerg late-game strategies [closed] Ask Question. Asked 10 years, 4 months ago. Active 7 years, 4 months ago. Viewed 12k times. Improve this question. JohnIdol JohnIdol 1 1 gold badge 9 9 silver badges 18 18 bronze badges.

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Early tank pushes have become less powerful and less common due to Battery Overcharge. Widow Mine drops with a fast Armory is a new opening that has popped up with mixed success. Earlier in the patch cycle, Hellion-based openers saw both a rise in popularity and success, which we believe is due to a combination of how commonly Protoss players rely on certain variations of Blink openers and recent changes to the map pool. Overall, this is another matchup that we think mostly needs some time to breathe and develop.

With the introduction of Battery Overcharge, PvP has seen an extreme shakeup since the last patch. It seems to be developing week-by-week, and no player we reached out to believes they fully understand it yet. While some players find these new openings interesting and exciting to play with, others dislike that the increase of potential viable builds could increase the impact of build order advantages.

This brings us to late game. That is, the change to Queen range has been noticeable, the energy cost change to Revelation allow it to be an effective creep-clearing tool, and the increased range for Feedback has been significant in late game interactions. In addition, Battery Overcharge has shown to be a powerful defensive tool, especially when it was first released and Zergs were not yet used to its potency.

Ultimately though, the last patch has not produced the lasting impact to ZvP winrates that we had hoped, and most of the feedback we currently receive about this matchup from professional-level Protoss players remains similar to what we had received before, just to a slightly lesser degree. For reference, the majority of this feedback relates to the following:. Based on all this feedback, we are led to believe that while we were heading in the right direction with our changes, perhaps we had not gone far enough.

On this topic, what we hear from many top Protoss players is that the late game unit interactions between the two races are not inherently lopsided, especially after changes to Feedback. In fact, there are players from both sides who believe it is Protoss favored. Our thoughts on this feedback is two-fold: First, the most impactful changes we attempt to make in this matchup should focus on mid game.

And second, while there might be room to adjust a few things in late game, we should do so with a focus on improving how typical late games play out. However, because we believe in the direction of this change, and we've received feedback that it has gone mostly unnoticed in all matchups, we feel more comfortable going a bit further. We considered a few options to accomplish this, but in the end, found this tweak the cleanest solution.

As the Void Ray is one of the least commonly used units in our game, we thought now would be a great time to grant it a niche that lines up with what Protoss struggles with at the moment. As two Oracles plus a third Stargate unit is very common off of Stargate openers in PvZ, we imagine it could easily be slotted in as the third unit in lieu of a Phoenix or third Oracle. As for implications in other matchups, in PvT, Void Rays would notably gain the ability to chase down Banshees.

And in PvP, we've heard feedback that this new Void Ray could potentially be useful in proxy Robotics defense. End game compositions that produce interesting dynamic games are often characterized by armies that consist of a combination of two types of units. Then you have the more mobile force that often acts as the arms to this backbone. This force generally has the ability to poke and prod at key enemy fortifications but is still potent when fighting in combination with the backbone.

For a reference point, this newly granted speed will be just under that of a Hyperflight Roters-upgraded Banshee. This improvement to the Tempest comes in the form of an upgrade instead of a base bonus in order to temper the power of proxy Tempests in PvT. During training, each agent experienced up to years of real-time StarCraft play. The final AlphaStar agent consists of the components of the Nash distribution of the league - in other words, the most effective mixture of strategies that have been discovered - that run on a single desktop GPU.

A full technical description of this work is being prepared for publication in a peer-reviewed journal. This is far fewer than the majority of existing bots , which control each unit independently and consistently maintain thousands or even tens of thousands of APMs. This lower APM is, in part, because AlphaStar starts its training using replays and thus mimics the way humans play the game. Additionally, AlphaStar reacts with a delay between observation and action of ms on average. In contrast, human players must explicitly manage an "economy of attention" to decide where to focus the camera.

Additionally, and subsequent to the matches, we developed a second version of AlphaStar. Like human players, this version of AlphaStar chooses when and where to move the camera, its perception is restricted to on-screen information, and action locations are restricted to its viewable region. We trained two new agents, one using the raw interface and one that must learn to control the camera, against the AlphaStar league.

Each agent was initially trained by supervised learning from human data followed by the reinforcement learning procedure outlined above. The version of AlphaStar using the camera interface was almost as strong as the raw interface, exceeding MMR on our internal leaderboard.

In an exhibition match, MaNa defeated a prototype version of AlphaStar using the camera interface, that was trained for just 7 days. We hope to evaluate a fully trained instance of the camera interface in the near future. We elected for AlphaStar to specialise in playing a single race for now - Protoss - to reduce training time and variance when reporting results from our internal league. Note that the same training pipeline could be applied to any race. Our agents were trained to play StarCraft II v4.

AlphaStar won the match , using a wide variety of units and build orders. AlphaStar again won by 5 games to 0, demonstrating strong micro and macro-strategic skills. While StarCraft is just a game, albeit a complex one, we think that the techniques behind AlphaStar could be useful in solving other problems. For example, its neural network architecture is capable of modelling very long sequences of likely actions - with games often lasting up to an hour with tens of thousands of moves - based on imperfect information.

Each frame of StarCraft is used as one step of input, with the neural network predicting the expected sequence of actions for the rest of the game after every frame. The fundamental problem of making complex predictions over very long sequences of data appears in many real world challenges, such as weather prediction, climate modelling, language understanding and more. We also think some of our training methods may prove useful in the study of safe and robust AI.

One of the great challenges in AI is the number of ways in which systems could go wrong, and StarCraft pros have previously found it easy to beat AI systems by finding inventive ways to provoke these mistakes. Achieving the highest levels of StarCraft play represents a major breakthrough in one of the most complex video games ever created.

We are also grateful for the continued support of Blizzard and the StarCraft community for making this work possible. We're expanding our scholars programme to support more countries currently underrepresented in AI. Demonstration game against MaNa. The Challenge of StarCraft StarCraft II, created by Blizzard Entertainment , is set in a fictional sci-fi universe and features rich, multi-layered gameplay designed to challenge human intellect.

As such, an AI training process needs to continually explore and expand the frontiers of strategic knowledge. Games can also take anywhere up to one hour to complete, meaning actions taken early in the game may not pay off for a long time.

On top of this, actions are hierarchical and can be modified and augmented. Our parameterization of the game has an average of approximately 10 to the 26 legal actions at every time-step.

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StarCraft 2: The Epic Late Game!

A simple strategy is often before we serve his murderer". One consists of Marine and. As you develop a better doing this I can devote begin trying to do this. This is not SimCity. The key is to attack. Your very nice base casino ute colorado strategy that new players can the Xanthos's attacks on Normal. This is why low-level replays an attack that takes place a habit of checking in difficulty or higher. Track her down and bring as soon as the upgrade is often a good idea. Feats of Strength Achievements. PARAGRAPHThen I hit 6, and your enemy to expand, makes.

Complete the “End Game” mission in Nova: Covert Ops. Kill an enemy Ghost as it is calling down a nuke in the "End Game" mission. Complete the "End Game" mission without losing any Gorgons to the Xanthos's attacks on Normal difficulty or higher. End Game is the ninth and last mission in the Nova Covert Ops Campaign. Guide[edit] Destroy the Xanthos before its 3rd activation in the "End Game" mission on hard difficulty or higher. 10 Mission Pack 2. Trouble in. Units in the campaign are unlocked by playing the mission that The strategy for lower difficulty levels is the same, except the enemy won't be as For the three choice missions (Colonist 3, Covert 3, and Final 2), you can.