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Lets Trade Timing Secrets! - Page 3

Forum Index > BW General
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LastWish
Profile Blog Joined September 2004
2015 Posts
September 06 2008 11:36 GMT
#41
For a perfect +1 speed-zeal-rush you should start building core simultanously with +1 upgrade research.

Lurker research does take the same time as building spire or templar archives.
If you have started lair earlier than protoss has his cybercore, your mutas will spawn before archon is morphed.

If you start morphing lair soon after toss started his +1, your lurkers/mutas should come in time to save you from +1 speed-zeal-rush.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4536 Posts
Last Edited: 2008-09-06 11:39:25
September 06 2008 11:38 GMT
#42
instant win timing tvz:

1 rax cc
add 2nd rax
gas
academy
ebay
3rd rax
after upgrading 1 weapon, stim, and marine range get fact with first 100 gas that comes available.
keep producing from 3 rax while making tanks.. and a vessel.

move out with 3 groups of marines, a group of medics, 3 tanks, a vessel, and win the game.
constant scv production during all of this is crucial as well as making the fact with first 100 gas before you make any turrets.

gg!
Team Liquid
.kaz
Profile Blog Joined January 2007
1963 Posts
September 06 2008 11:49 GMT
#43
On September 06 2008 18:57 DhakhaR wrote:
does anyone know the correct CC/nex/hatch HP to transfer workers? obviously it changes from map to map, but appromimatly?

i just guess most of the time and it seems to work, but it would be nice to know.


1250 is the almost perfect time for CC's. They will all get to the minerals as the CC finishes, maybe a little earlier if you want them to be done mining and returning as cc finishes like 1225 etc. (Python~)
Pressure - "rock is the defender of justice" 이병민 / 박영민 Hwaiting~
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17743 Posts
Last Edited: 2008-09-06 13:30:15
September 06 2008 13:26 GMT
#44
On September 06 2008 20:38 ret wrote:
instant win timing tvz:

1 rax cc
add 2nd rax
gas
academy
ebay
3rd rax
after upgrading 1 weapon, stim, and marine range get fact with first 100 gas that comes available.
keep producing from 3 rax while making tanks.. and a vessel.

move out with 3 groups of marines, a group of medics, 3 tanks, a vessel, and win the game.
constant scv production during all of this is crucial as well as making the fact with first 100 gas before you make any turrets.

gg!

Thats pretty much what sea does always right? 9 minute hanbang

1 rax cc gas ebay(+1 weap) acad 2nd 3rd rax fact another one
ils
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
d1v
Profile Blog Joined September 2007
Sweden868 Posts
September 06 2008 13:48 GMT
#45
On September 06 2008 22:26 Ilikestarcraft wrote:
Show nested quote +
On September 06 2008 20:38 ret wrote:
instant win timing tvz:

1 rax cc
add 2nd rax
gas
academy
ebay
3rd rax
after upgrading 1 weapon, stim, and marine range get fact with first 100 gas that comes available.
keep producing from 3 rax while making tanks.. and a vessel.

move out with 3 groups of marines, a group of medics, 3 tanks, a vessel, and win the game.
constant scv production during all of this is crucial as well as making the fact with first 100 gas before you make any turrets.

gg!

Thats pretty much what sea does always right? 9 minute hanbang

1 rax cc gas ebay(+1 weap) acad 2nd 3rd rax fact another one


Afaik, think this is the standard Terran timing push in TvZ. It consists of 2 groups of marines, about 6 Medics, 1-2 Tanks and a Vessel. Rolls out between 9:30-10:30 and aims to take down the Zerg's third base.
Adams Æbler
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