If you can find someone to hold your hand and explain everything to you, that's the fastest way to learn. However, there is a LOT to learn, so you probably can't find someone to give you personalized attention every step of the way as you grow in skill. Here is what a new player needs to get moving, without so much personalized help:
1: you need to understand the game's mechanics.1a - campaign missionsIf you already understand how to give orders and what the units do, then feel free to skip past the campaign missions. They tend to be a bit TEDIOUS, especially you already know this stuff. The only reason to play them is if you are learning from them. So feel free to skip past them if you don't think they're helping. But I do think they are the most straightforward way to learn the extreme basics of the game.
You can play the original game's campaign missions, which were really intended more as a tutorial than as a "fun experience." If you are using the Steam version (not FAF) it is easy to launch Forged Alliance campaign missions, but those assume you already know how the units/economy work, and immediately give you tech 3. If you want to play the ORIGINAL campaign missions, which teach you how to use the most basic unit types, you need to do that through FAF. (You can load vanilla SupCom through Steam, but the interface is just awful, it's just awful, don't do it.)
To run the original campaign missions through FAF: go to the PLAY tab, then go to Co-Op. At the top left part of the screen, you will see the text "Black Day." Click on that and select a different mission. The ORIGINAL campaign missions are the ones with faction icons next to them. Start at the top of the list and work your way down for each faction. So for example, start with "Joust" and just work your way down.
Then you press "Host Game" and you will go to the game lobby.
There are two things you need to do in the lobby before you launch. First, disable all "sim mods." You can leave "UI mods" on. (A "sim mod" is something that changes the game, like "5x resources" or "2x build range"). You could play with these on, but it will mess up the learning experience. A "UI Mod" on the other hand is legal to use in 1v1 ladder matches, it only changes the game interface, and there are a number of these mods that you probably want to use. (But you don't NEED them to learn the game mechanics.) Second, TURN DOWN THE DIFFICULTY.
Click on the "Options" button (bottom right side of the lobby). In the OPTIONS menu, on the bottom left is a button labeled "Mods." That is how you can make sure all sim mods are disabled. On the right side, there are game options. Turn all of these options to "default" EXCEPT for difficulty. turn that to "easy." For some reason, the default setting is "hard." If you try these missions on hard as a new player trying to learn the game you are just going to be very frustrated.
Now go play some campaign missions! This will teach you the VERY basics, how and why to use units. If you're crushing it on "easy" mode, good for you, you can turn it up to "medium."
1b - entry-level tutorialsIn addition to playing the campaign missions, here are some beginner's guides you should get into:
https://wiki.faforever.com/index.php?ti ... ing_SupComhttps://www.youtube.com/channel/UCJYYaF ... helf_id=151c - StarCraft is differentSince a lot of people have experience with Brood War or SC2, I think it would be helpful to explain some differences between this and StarCraft, so you're better-oriented to get started on FAF. I'm even worse at StarCraft than I am at FAF so I don't think this is a perfect explanation of how the two games differ, but here are some key things to look at if you are coming over to FAF from those games:
1 - FAF is more symmetrical. The factions are barely different, compared to the three races in SC1/SC2.
2 - FAF is designed to be playable with lower APM. You can do more to automate your armies, like setting factories to "infinite build" and it is more viable to queue up lots of orders (telling your engineer to build 20 buildings is normal in FAF, I think that's less normal in SC2 and of course impossible in Brood War)
3 - The primary game-ending mechanics are different. In both games, "send a big army to your opponent's base/expansion and wreck it" can be a viable strategy. But in FAF you can also kill the enemy ACU to win. There is nothing like that in StarCraft, where you have to kill every building to win. Also, in StarCraft, people can "mine out" resources and that is often a way that the game ends (and the fear of mining out forces people to attack). In FAF, mexes never run out, but the game becomes more dangerous as time goes on. Nukes, heavy artillery, and experimentals ultimately can break basically any base/expansion. In the early game and mid-game, you can take and hold mexes in the middle of the map. As the game goes on, it is normal for there to be a "no man's land" between the two (or more) bases where nothing can survive.
4 - There is less quirkiness. In StarCraft, upgrades are important, but there is nothing really equivalent to upgrades in FAF. Also, in StarCraft, spells are very important. There's basically only one "spell" in SupCom, overcharge, which is VERY important. But it is just the one.
In StarCraft, units do different "types" of damage so some units are better at hurting other units, e.g. vultures are great against drones but not against Ultralisk, because they are coded to do "concussive" damage. FAF does not have that, a point of damage is a point. Of course in FAF There are some units that are better at killing other types of units, but it's more obvious what is going on. You can see it more easily with your eyes. You don't need to consult a chart to know which units are effective against other units. You can see whether units are dodging shots, whether splash damage is hurting lots of units, etc. Even though FAF has more units than SC2, it's actually less complicated because the units fit neatly into certain categories, both because of the symmetry between factions, and just because there are fewer types of attacks in FAF. Every unit does not have its own quirky identity, in FAF, nearly AS MUCH as in StarCraft games.
5 - you don't have to be deliberate about expanding. In StarCraft, taking an expansion is expensive and you need to think carefully before you expand. But in FAF, it can be as simple as dropping an engineer out of a transport and building 4 mexes (4 mexes cost 132 mass, which is like 2.5 tanks, it's incredibly cheap, and it pays for itself in less than 30 seconds). Of course it costs more mass to lock down the expansions with factories, turrets, etc. But the point is: you generally want to grab as much as you can as fast as you can.
6 - FAF deals with scale much better. In StarCraft, battlecruisers are the size of about 10 marines. In FAF, there is much more diversity/disparity in unit size. This is one of the neatest things about FAF. You can zoom out and you should probably zoom and play zoomed out so you can see what's going on.
7 - You can scale up economy without expanding. In StarCraft, if you sit on one base, you WILL fall behind in economy compared to someone who takes 4 bases, and you will eventually "mine out." In SupCom, you can upgrade mexes to grow your economy. Expanding and grabbing lots of T1 mexes is usually more efficient than upgrading mexes to T2 right away, so you want to expand at the start of the match. But eventually it can be good to upgrade mexes (depending on the map/situation) and I don't think there's anything comparable in StarCraft. Yes, you can boost economy by making more workers, but it's just not the same, because you become saturated and eventually you mine out. It's a mistake to start upgrading mexes too early, or to upgrade mexes that can easily be killed, but at some point it can become necessary to upgrade mexes, and there's just nothing comparable in StarCraft.
8 - Unit cap tends to be less important. A major part of StarCraft is the 200 "supply cap." Bigger units use more cap. You have to play around the cap, making enough supply depots etc. and when you get maxed out, you need to attack your opponent or else you just stop making units, or you need to sacrifice some vultures/SCVs so you can make more siege tanks. In FAF, a mech marine takes as much cap as a Megalith. While there is still a unit cap, it was meant to avoid the game taking up too much memory. It wasn't meant to be an important gameplay mechanic that determines when people attack vs. defend. You still need to pay attention to the cap, but it's pretty easy to play around it in FAF, compared to in Brood War/SC2. There is basically no such thing as a "maxed out army" in FAF.
9 - reclaim. It's extremely important as a gameplay mechanic and there's just nothing like it in StarCraft.
2: start laddering2a - get ready for some ladder matchesA lot of new players want to jump into multiplayer games so they can act out what they saw in a Gyle cast. You can definitely do this even if you are bad at the game. But if you want to improve, the best way to become a well-rounded player is to play ladder matches. When you play 1v1 matches, there is no one to hold your hand and do things for you (like scouting, raiding the opponent, expanding, etc.). This is great because, when things go wrong for you in 1v1 matches, it shows you what you need to improve.
Before you start laddering, I suggest sandboxing your build orders. Create a custom game, 1v1 against an AI:Easy (or, as you get better, more difficult AIs). Pick a map that is from the ladder pool. And practice playing like a ladder match. So practice hydro builds and second air, third air, etc. (If you don't know what those are, you need to watch the build order tutorials. Build orders are very important for ladder.) Practice these a few times so you get in the habit of carrying out a build order. Pay attention to whether you stall on mass/power. Then work on expanding. On basically every map, you don't want to just sit in your base getting up to tech 2 while your opponent takes over the whole map. You want to expand, whether that means sending out engineers to walk across the map to build a few mexes, or using transports to rapidly expand.
I wrote a bit about playing against the AI to practice for ladder, here.
viewtopic.php?f=2&t=179242b - play some ladder matchesGet onto the ladder. Play some games. Watch your replays. Learn how to use the replay vault! Play at least 15 ladder games before you start asking for help. And if you are steadily improving, maybe don't ask for help, just keep going until you hit a wall.
Unless you have someone who wants to basically watch over your shoulder as you play (which is a real thing, for example if you have a friend or family member who plays the game) or someone who will play with you and chat you advice during the game, you're probably going to have to just play the game and then ask people to watch your replays and give you advice about what you can do better.
Don't worry about getting crushed on the ladder. Losing is normal. Even the best players lose about half of their games. If you are losing 3 out of 4 games, that's fine. You are creating opportunities for learning.
Here are some of the most common reasons new players get crushed in ladder:
1 - not expanding, being out-expanded. Your opponent has more mexes than you. When you watch the replay, count the number of mexes and the "mass per second" income. If you are falling behind in that, that can be a reason you're losing. If you are struggling to upgrade a t2 mex while your opponent grabs 6 mexes around the map, you are being out-expanded.
2 - under/overbuilding power generators. When you watch the replay, pay attention to your power bar. Are you power stalling? Are you floating +140 power with a full bar? Every 2 pgens could be 3 more tanks. So if you build 10 unnecessary pgens, that's 15 tanks, which could make a big difference.
3 - under/overbuilding t1 land factories. If you're mass stalling while you try to build another factory, that's a sign you made too many. Count the factories during the replay and see if your opponent makes more than you. it is common for new players to only make 1-2 land factories, while more experienced players might make 4+ (depending on the map). You don't want to be "out-spammed" (where your opponent has more tanks than you and uses that to roll over the map and maybe kill your ACU).
4 - ACU positioning. Did your ACU get caught out by 30 tanks and you didn't have any tanks with it and you just died? Did the enemy ACU get a gun upgrade and walk up to your ACU and now you're just dead? This happens even to good players, it is a normal part of the game. But if you are dying because of it, you can work on it. In general, just keeping more units with your ACU can stop 90% of this, and then eventually have a flak with your ACU so you don't get killed by 6 gunships.
5 - not scouting. Make some scout planes. Fly them around.
Try to engage with those issues before you come back to the forums asking for help. It's fine to ask for help here, including asking for help dealing with those things, I'm just suggesting that you should make a real effort to work on them, on your own, before asking for help.
2c: learn how to watch replays and POV videosWhat should you be looking at when watching replays? Well, anything that interests you, and anything that you think might be important. But here are a few things to look at:
1 - Economy. As I put above, look at your mass bar to see if you mass stall, look at your power bar to see if you power stall or overbuild power. Pay attention to whether you have too many factories or not enough.
2 - reclaim. Press ctrl-shift to see it, and also look at the scoreboard at the top right side of the screen to see how much reclaim each player got, and their total mass numbers.
3 - positioning. What expansions were taken, what should have been taken, what opportunities were there for raids, that you didn't take advantage of? Should you have scouted more?
4 - battles. What was the unit composition/unit count and did units do what they were supposed to do? Did light artillery do lots of damage to tanks, or not?
5 - tech. Did someone get tech 2 before the other person? How did that work out? Same for tech 3. And ACU upgrades.
Watch your own matches and watch good players' matches to see what they're doing differently. You can watch these the way Gyle casts them (with god-vision over the entire field) or you can click on one player and watch it from only their point of view. And you can hold down shift to see what orders they give. (Hildegard talks about that here:
viewtopic.php?f=2&t=17924#p177184)
Also, you can watch point of view (POV) videos on YouTube and Twitch of people playing ladder matches and tournaments. This is really helpful because you can see what orders they give, and you can see what part of the map they are looking at. Ask yourself: "what would I do differently" and then assume that JaggedAppliance is doing the right thing and you would be doing the wrong thing. Try to be more like Jagged.
2d: read my guideOnce you have an understanding of the basic game mechanics, and some ladder experience, let's say at least 30 games and 300 rating, I wrote a guide that you will probably find useful.
viewtopic.php?f=62&t=17559You might have to come back to the guide more than once, because it's probably too much to absorb in a single sitting (if you can pick up the entire guide in a single sitting, you probably waited too long to start reading it).
Also, you can go back to the guide I mentioned earlier:
https://wiki.faforever.com/index.php?ti ... ing_SupCom3 - ladder moar or play custom 1v1sKeep playing ladder matches (or custom 1v1 matches). If you can find someone to train you (and there are trainers) that's great. If not, just keep playing, and watch replays, try to figure out for yourself what is going good/bad in your games. (Just the act of trying to figure it out for yourself can be useful to grow as a player) and also every now and then, maybe once a week come to the forums and say hey, here are three close games (replay IDs 111111 22222 and 33333), I'm not sure why I lost, can you give some advice?
The basic point is that human attention to give you advice/guidance tends to be limited. So it's best if more people try to learn more without relying on help from better players. If you get up to 700+ ladder rating, I think the trainers are more willing to take the time to give you help. If you show up at 200 rating points and you want personalized attention, they probably think "I could spend a month training this guy and then he probably goes off and finds another game" or "I have to spend an extra hour to show him this thing because he refuses to spend 3 hours trying to learn it on his own, I don't want to put that much effort into helping someone who is lazy" but if you work your way up to 700 points, people know that you are serious about the game and it's probably not a waste of their time to train you.
Feel free to go as far as you want, and then stop improving. No one is obligated to improve as a player. Your self-worth should not be tied to your ladder score. You shouldn't be a skill snob (sneering at people just for having less skill/rating than you) although you don't have any obligation to play with anyone. If you get to 350 ladder rating and you decide "now I want to play 100 games on Astro Crater Battles" then good for you, go do it. If you get to 700 and you're desperate to keep improving, then good for you, get to it.
Also, I am happy to provide some personalized attention to anyone who wants to get better. I'm not an official trainer, so I wouldn't provide any kind of rigorous, long-term training, but no matter how new you are, I'm happy to play some 1v1s now and then and give you some pointers. If you see me on FAF, feel free to send me a message through the chat tab.