I don’t play much 1 v 1 in StarCraft.
The AI cheats because the game is 20 years old and back then they did not know how to build an AI without letting it see the whole map.
It doesn’t know that it is cheating but it sees everything you do.
The AI’s first task is to build its economy.
1.5 workers per mineral patch.
Its second task is to build an attacking force.
Protoss does 12 Zealots.
Terran does 8 marines, 4 firebats, and 3 nurses.
I’m not sure of Zerg but form the FFAs I’ve played it’s probably 8 hydralisk and 3 lurkers.
I can stop Terran and Zerg but not Protoss economically.
So the question is how do you economically stop Protoss who leaves his base with 12 Zlots at 6:00?
I can do it with a bank of 8 sunkens but that costs 1400 when you add the cost of the drones.
There has got to be a more economical way of doing it.
Though the functionality exists for the AI to react to the player’s units and tech without scouting, it’s much more rare than you might expect. For example, the protoss melee script has a small chance to go for a dark templar rush (notably only against terran or protoss). If it doesn’t, the AI checks for a fast citadel of adun and jumps to a more defensive build order, while it otherwise proceeds with its trademark 12 zealot attack.
It is true that the AI knows where the player is, but they don’t often react to the player’s tech, and the AI is generally so inefficient with its micro that the player more than makes up for the economic loss of scouting simply by not falling asleep at the keyboard. Starcraft melee scripts don’t cheat with money. It’s more than possible to use any meta build order with a bit of adaptation through scouting in order to repel the early aggression without being disadvantaged. I’d encourage you to just keep practicing, and maybe watch some build order guides and practice them against non-protoss AIs if you want more surety.
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If you are playing a map with ramp build hatchery at top of ramp and two sunkens there.Then put around 16 lings at top of ramp.
No ramp either rush 1 hatch lurker or use better building placement and 2 control groups lings, you shouldnt need more than 3 sunk.
“3 nurses” hahaha, that blew my mind! I never heard anyone else calling medics like that!
Just keep playing old man, I’m sure you will get a way around. Focus always on spending your resources, get healthy amount of workers and make a good amount of defence against 1st push. Then try to attack and streamroll stupid AI!
Play overpool and 3 hatch into spire as usual. The first push should not be a problem if you use the follow concepts:
1.- Drone drilling
2.- Walling
3.- Scouting
Cheers