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Jennifer Leos

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Aug 3, 2024, 1:21:34 AM8/3/24
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In StarCraft, terran units have ranks. Heroes have higher ranks than their base unit. Certain units like civilians do not have ranks, and a few heroes like Jim Raynor can have non-standard ranks (Raynor is labelled "marshal", for instance, a law enforcement rank rather than a military rank).

There is one way to remove "Rank" from a unit's user-interface. In the data editor, select the unit and select the Unit - Attributes field. Check Structure. Then select the unit's actor, select the UI - Unit Kill Rank + field, and clear everything in it. This should remove "Rank" from the unit's user-interface.

There are a few fields you need to edit. Firstly, the required kills field. Forgot the name but it's the only number there anyway. Set it to 5 or whatever you want the first rank to be. There are 2 text fields now, one is a text key and the other is the text that will appear ingame. Make sure the text key is unique or you'll end up editing other units' ranks too. I use the unit's ID with a suffix on the end to ensure no interference.

So, what sort of benefits does Veterancy usually confer? Well, across a wide selection of games we see health bonuses, armor/damage reduction, speed and/or attack speed, and more esoteric benefits such as turret rotation, miss chance, ability cooldowns, and more.

In more tactical games such as Company of Heroes, I feel like veterancy is a more normal part of natural match progression and scaling. Since more tactical games include less in the way of fine-grained control over economy: there are no workers, and little in the way of direct control over income on a moment-by-moment basis. There are of course, far fewer upgrades to research, buildings to mass up, and what have you in more tactical games, and one way they choose to offset this is via unit-level progression in the form of veterancy.

Hero leveling as we see in WarCraft 3 is unique in veterancy systems in that the gained benefits of hero leveling are not able to be removed once earned. The hero may die and must be re-purchased, but their accumulated experience level is retained, unlike with veteran squads or units in other games that, if lost, remove their accumulated experience from the game entirely. This makes persistent hero leveling much more of a snowballing threat/problem than is typical for veterancy systems in general.

Secondly, these systems tend to be more common in games with relatively small unit numbers and tech trees. As mentioned above, veterancy tends to be a method for providing progression army progression in games which tend to have more shallow progression trees. Additionally, veterancy systems are most often seen paired with harder counter systems, as those seen in Command and Conquer or Company of Heroes games.

The reason for this is that, with larger unit numbers, the advantages of veterancy are both harder to keep track of and would compound into more of a snowballing problem. First off, keeping track of veteran flags on units can already be UI dense; adding rank flags to multiple dozens of units would just add more visual clutter. Additionally, in tightly controlled games like StarCraft 2, veteran ranks on units would have the potential to throw of the careful, delicate balance of unit interactions. Again, veterancy tends to help a unit perform in its given role while not necessarily making it better against the various other things in a game that are designed to counter that specific unit type.

Veteran rank systems are an interesting part of strategy and tactics game design. Ranks can be mixed with research to provide a hybrid system of unit advancement which can provide an interesting alternative form of match progression. It can be combined with permanence of other game objects to foster equilibrium and enable players to come back from behind. And yet, there are also issues with snowballing regarding veterancy bonuses. Quite a pickle, one related directly to

It could be interesting to see veteran rank bonuses for units in non-combat roles. Iron Harvest allows engineer units to get rank from building structures and defenses like barbed wire and mines. Healers gaining rank from healing would be another nice touch. Also, it could be interesting to have the ability to train, even in limited quantities, units which already have ranked up, possibly as a global or support power.

According to this it existed in SupCom 1, but the kills required were so ludicrously high (with higher veterancy levels for experimentals often requiring multiples of the unit cap) that it almost never took effect. It was only in Forged Alliance that they reduced the numbers significantly and it became worth trying to get.

Many content creators have released simple build orders that you can learn near the beginning of the game for all match-ups. This is to simplify the game for new players so they do not have to learn as much.

In this article, I will describe one of the best ways to start with SC2 in my opinion as well as three very similar opening build orders for each match-up. They will be similar so that they can be memorized easily and they will have an economic focus to play a standard Zerg game. For all the new F2P players, I hope this is guide is helpful.

Once you feel ready to get more seriously into the ranked ladder, you will likely want a build order to follow that is optimized so that you can have a good opening. I think there are two good ways to start getting used to build orders. The first is to find a timing attack that works at least OK in each match-up. Timing attacks are good for learning because they train your ability to follow the build and play faster to hit the proper timings and find success. What they often lack is late-game macro oriented practice. The next way to start getting into build orders in my opinion is to find a build opener (something for the first few minutes of the game) and then to just kind of do your best from there, make drones, make overlords, tech up etc. If you do these openers well at lower levels they will give you an advantage going into the mid-game. The advantage from this is you get a better feel for the game, will be using more units and learn more unit interactions as well as start practicing late-game scenarios. I would recommend doing both of these, one timing attack and learning basic build openers until you feel comfortable with both before moving onto one of the more in-depth builds.

There are some more things that can be done to improve this build order such as taking drones off of gas, exact extractor timings, sending your drone to get a third base safer etc, however they are generally more advanced and not required.

Once you feel ready to try and learn some new, more advanced build orders, check out the guides on the site under the ZvT, ZvP and ZvZ sections. There are also many other aspects of zerg that are important to learn and become comfortable with like injecting and creep spread, which you can find under the introductory starcraft section.

Hi, first af all, I like your page a lot.
But, I traid this openings and vs terrans I get attack before I can make the queen to stop the reapers. Changing the Hatchery for the spawning pool is Ok or makes me fall behind in macro?

going spawning pool first against terran is ok, and usually their reaper will show up before your queen comes out, however you want to make 4-6 zerglings once you pool finishes with hatch first to defend against the reaper until your queen comes out.

it is ok but usually you will want to get 2 zerglings out early to try and delay their natural base then. You need to make 4 zerglings once your pool is to delay the reaper and not allow it to kill drones until your queens pop out

Prior to gaining access to Earthsplitter Ordnances, Mengsk levelling can be extremely difficult, as it makes it impossible for him to take engagements without losing his army. Once Ordnances are unlocked, they should be used to weaken enemy bases and attack waves before pushing in. Shock Divisions should be used to provide damage, with Troopers in the front to keep enemy units off them.

Below are the three Power Sets for Mengsk with the recommended point allocations for each. Note that these are meant to serve a general, all-purpose build that is effective across all maps with no Prestiges selected. You are highly encourged to change these masteries to suit your playstyle and particular challenges you face (e.g. Weekly Mutations).

All of Mengsk's prestiges are viable, depending on the player's preferred playstyle. However, for general play, Merchant of Death offers Mengsk the versatility in being able to deal with a wide variety of situations. While upgraded troopers are slightly more expensive, they pay back in dividends by increasing your overall effectiveness in trading with Amon.

The recommended army composition for Mengsk is below. Note that this assumes no Prestige talent selected and recommended Mastery Allocations. This is a basic recommendation for your army framework. It is recommended to gain an understanding for each of the units in the Units section and further add tech units so that you are able to better handle the situations you face.

A mix of different trooper types is important. Assault Troopers deal damage while Rocket Troopers handle air units with ease. The ratio of each will depend on the enemy composition and map objectives. Use Aegis Guards to tank for the troopers and Imperial Intercessors to heal damaged units. Tech up to a Pride of Augustgrad for powerful wave-handling abilities. Remember to put Imperial Witnesses into Patriot mode for extra buffs to your army.

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