aragod said:
I'm quiete sure about interpretation of the build order as a worker count, it's vital to establish economy at the start and adding other units to that doesn't make sense. For example if you go for fast expand or some slightly non traditional build, you are interested in establishing economy which can support the quickest build and production time for certain trees, some builds just doesn't work if your worker count is lower (unless you start building even sooner, let's say 8 - Barracks for reaper rush). But well it's all relative, you have to bend it to adapt to your opponent tactics, it's more of a guideline rather than strict prescription. Sometimes on smaller maps it's better to start even sooner, sacrificing midgame for early cheese and rushing barracks under his base for reaper rape. I was trying the liquipedia builds for some time, but in the end I allways modify them for my own needs and my playstyle. I'm quiete the turtle (terran here), so I prefer to wall in on every occasion, trying to make sure I transition into midgame, where I try to decide the game, since both start and endgame aren't my strongest. My apm doesn't allow me to both micro and macro during endgame and map control is pain in the ass.
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I spoke with my friends who are also TL members, and they agreed with me that the number to the left in say "9/10 Pylon" is indeed the population count. However, in the beginning of the game, you won't have any offensive units, so your entire population will be made up of workers anyway. But if you look at the Liquipedia page for "Bulldog Rush (Vs Terran)" You will see that population for offensive units is also taken into account.
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