• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:32
CEST 01:32
KST 08:32
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins EWC 202534Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder9EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced50BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0
StarCraft 2
General
The GOAT ranking of GOAT rankings Serral wins EWC 2025 Tournament Spotlight: FEL Cracow 2025 Classic: "It's a thick wall to break through to become world champ" Firefly given lifetime ban by ESIC following match-fixing investigation
Tourneys
LiuLi Cup Weeklies and Monthlies Info Sea Duckling Open (Global, Bronze-Diamond) TaeJa vs Creator Bo7 SC Evo Showmatch Sparkling Tuna Cup - Weekly Open Tournament FEL Cracov 2025 (July 27) - $10,000 live event
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune
Brood War
General
BW General Discussion Scmdraft 2 - 0.9.0 Preview [BSL 2025] H2 - Team Wars, Weeklies & SB Ladder Google Play ASL (Season 20) Announced Which top zerg/toss will fail in qualifiers?
Tourneys
[ASL20] Online Qualifiers Day 2 [ASL20] Online Qualifiers Day 1 [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
[G] Mineral Boosting Muta micro map competition Does 1 second matter in StarCraft? Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Beyond All Reason Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread European Politico-economics QA Mega-thread Canadian Politics Mega-thread Stop Killing Games - European Citizens Initiative
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 618 users

[I] Flare TvZ

Forum Index > Brood War Strategy
Post a Reply
Normal
Gnarly
Profile Blog Joined December 2006
United States151 Posts
Last Edited: 2009-11-23 18:56:34
November 23 2009 06:03 GMT
#1
--- Nuked ---
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
November 23 2009 06:07 GMT
#2
This is an interesting idea, but it seems like it wouldn't be nearly effective enough for the mana it costs

It might be worth messing around with at some point to see if you can really hit enough overlords to make it relevant
@RealHeyoka | ESL / DreamHack StarCraft Lead
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
November 23 2009 06:10 GMT
#3
you dont have the gas to spare going 2 port wraith.
plus zerg has more than enough detection as it is, and spore colonies will literally end the game for your strategy
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
Last Edited: 2009-11-23 06:14:14
November 23 2009 06:13 GMT
#4
in that game boxers wraith control wasn't good enough. He 3 raxed behind his nat wall, which was kinda weird, and didn't do enough damage with wraiths. If he'd expoed with mass turret he might have been better off, but I dunno. 2 port at that level requires incredible wraith micro to get a win. Or the other player to go hydras of course.

EDIT: oh and this wouldn't work at all.
My. Copy. Is. Here.
caldo149
Profile Blog Joined April 2009
United States469 Posts
November 23 2009 06:22 GMT
#5
I remember in one mission of the Zerg campaign the Terran would keep blinding my Overlords 0_o It was just a big nuisance but it wasn't that hard to get another one to switch.

If you can make Flare work in an actual game then good for you but it seems like you could be doing better things with your actions and attention. If you'll notice in that replay Boxer lost a ton of SCVs and didn't really build enough of them to begin with which really hurt his already poor economy from going 2 port.
Hellions are my homeboys
Ganfei
Profile Blog Joined August 2008
Taiwan1439 Posts
November 23 2009 06:42 GMT
#6
Problem is that at that point the Z will just bring 20 overlords along. I usually bring 5-6 along when I'm playing against cloaked wraith and I've seen a lot of other people do that too. Having not seen this particular replay I can't know if the Z did that but most of the time when there's enough wraith to start sniping OL's the Z just brings a bunch more OL's
You are crushing me like a cheese sandwich
koreasilver
Profile Blog Joined June 2008
9109 Posts
November 23 2009 06:44 GMT
#7
What what games I have seen with 2port wraiths, the build is extremely precarious and if you screw up during the mnm transition you just lose. It requires extremely good wraith micro and really sharp timings to work. There's just a reason why so many Terran players have lost with the build with only Leta ever really making it work with consistency. Researching flare and using medics to blind overlords just doesn't really make a lot of sense because the wraiths are not supposed to be used for a very extended period of time. You have to do a lot of damage with the wraiths and buy tons of time with them, but it's not the wraiths that deliver the killing blow, and the wraiths lose their effectiveness more and more as the game goes on. Even if you somehow had perfect flare micro with your medics, it doesn't fit in with the build at all.
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 23 2009 07:06 GMT
#8
--- Nuked ---
koreasilver
Profile Blog Joined June 2008
9109 Posts
November 23 2009 07:11 GMT
#9
You specifically talked about 2port builds, and linked flare usage with cloaked wraiths.

What are you on about.
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 23 2009 07:16 GMT
#10
--- Nuked ---
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
November 23 2009 07:17 GMT
#11
I would rather use the energy on healing than using it on flare.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
November 23 2009 07:21 GMT
#12
If the zerg has competant micro, 2 port wraith is nearly impossible to pull off.
One old school game boxer flared a ton of observers (obviously using a dropship and loading meds!), then beat a massive carrier fleet with cloacked wraiths. But that was still an oldschool game.
People are imbeciles, lucky thing god made cats.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
November 23 2009 07:28 GMT
#13
iono what if he brings 10 stacked overlords T_T
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 23 2009 07:36 GMT
#14
On November 23 2009 16:21 hellokitty[hk] wrote:
If the zerg has competant micro, 2 port wraith is nearly impossible to pull off.
One old school game boxer flared a ton of observers (obviously using a dropship and loading meds!), then beat a massive carrier fleet with cloacked wraiths. But that was still an oldschool game.


He didn't beat it. He picked off a few. The other player still had mass amounts of carriers and still won. It was just a pimp move, that's all.

Realize that Zerg will just bring a ton of overlords, and your medics wlil be low on energy, which the current MM transition already relies on the absolute minimum number of medics as it is to get a decent fighting force. Flare would just DRAIN the hell out of medic energy.
randombum
Profile Blog Joined April 2007
United States2378 Posts
November 23 2009 07:37 GMT
#15
Why do you start a new start thread every week involving some crazy idea that almost everybody disagrees with?

There are many things that would make this idea fail, but one thing others haven't mentioned is that it would actually be rather difficult to flare overlords before engaging with wraiths. If you suicide the medic in to get that one overlord near the mutas, he can A bring more overlords or B snipe the medic first. If you try to flare all the overlords in the middle of battle then you are not microing your wraiths well, not to mention making your wraiths completely exposed if you happen to miss an ovie with flare. Also, it's really hard to keep a ground unit that is slower than a flying unit together.
KwarK
Profile Blog Joined July 2006
United States42688 Posts
November 23 2009 08:04 GMT
#16
On November 23 2009 16:37 randombum wrote:
Why do you start a new start thread every week involving some crazy idea that almost everybody disagrees with?

ModeratorThe angels have the phone box
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17727 Posts
November 23 2009 08:12 GMT
#17
someone i remember on tl thought of a really cute idea. When zerg goes 2 hatch all in muta into fast guards if your tech is late to use flare on zerg's ol and go cloak wraiths to kill the guards. Can get a few kills because zergs never bring more than like 2-3 ol.
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
November 23 2009 11:08 GMT
#18
On November 23 2009 16:06 Gnarly wrote:
I am not talking strictly 2port > flore, actually, not even that at all. I'm talking about flare in TvZ. No build order at all, so please get off the 2port > flare discussion that shouldn't be here.

I just watched a replay, described it, and then I get to my conclusion, in which is the whole point of this thread, the use of flare in tvz.

Why else would you want to blind overlords in TvZ? Wraiths are your only cloaked unit as a terran.
I'm on GOLD CHAIN
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
November 23 2009 11:09 GMT
#19
And bitch, please, don't talk about slapping boxer for how he plays.
I'm on GOLD CHAIN
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
November 23 2009 11:19 GMT
#20
Boxer is the Emperor.

He knows how to use flare, and if he didn't it is because he felt it was not effective enough due to the mana amount required. If you wanna see Boxer using flare, watch the Pimpest Plays 2006 video iirc, he uses 6 medics to flare 6 obs, then raped the shit out of 12 carriers with 12 cloaked wraith.

(I used flare vs Z when playing 2v2 on fast money maps, my friend going for DTs )
ॐ
LeoTheLion
Profile Blog Joined July 2006
China958 Posts
November 23 2009 11:31 GMT
#21
On November 23 2009 16:06 Gnarly wrote:
I am not talking strictly 2port > flore, actually, not even that at all. I'm talking about flare in TvZ. No build order at all, so please get off the 2port > flare discussion that shouldn't be here.

I just watched a replay, described it, and then I get to my conclusion, in which is the whole point of this thread, the use of flare in tvz.


why would you use flare if not goign 2 port? only cloaked terran units are ghost and wraith. you gonna mass ghosts instead?
Communism is not love. Communism is a hammer which we use to crush the enemy. -Chairman Mao
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
November 23 2009 12:19 GMT
#22
mass flares w/ spider mines duh
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
koreasilver
Profile Blog Joined June 2008
9109 Posts
November 23 2009 13:01 GMT
#23
On November 23 2009 16:16 Gnarly wrote:
Show nested quote +
On November 23 2009 16:11 koreasilver wrote:
You specifically talked about 2port builds, and linked flare usage with cloaked wraiths.

What are you on about.


I talked about the build that Boxer had used, specifically, and linked flare and the wraiths together which formed the question "why isn't flare used in TvZ".

Boxer's build was 2port wraiths.

What are you on about.
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
November 23 2009 13:09 GMT
#24
I considered this, but once the Zerg gets punished the first time, he can just keep 3 stacked ovies and you won't be able to blind them.
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
November 23 2009 14:35 GMT
#25
I've been working on the Flare page for a while, but it isnt up in the regular wiki yet:

http://wiki.teamliquid.net/starcraft/User:Pholon/Optical_Flare
Moderator@TLPholon // "I need a third hand to facepalm right now"
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
November 23 2009 14:42 GMT
#26
On November 23 2009 23:35 Pholon wrote:
I've been working on the Flare page for a while, but it isnt up in the regular wiki yet:

http://wiki.teamliquid.net/starcraft/User:Pholon/Optical_Flare


"is nullyfying the detection ability" -> nullifying
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
jello_biafra
Profile Blog Joined September 2004
United Kingdom6635 Posts
November 23 2009 14:47 GMT
#27
You've never seen someone going 2 port TvZ before? o_O

Anyway this will never work, overlords are far too cheap and plentiful, not to mention the limited energy of wraiths and the effectiveness of spore colonies.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
omninmo
Profile Blog Joined April 2008
2349 Posts
November 23 2009 16:08 GMT
#28
what about flare+ghost.. that would be pretty cool
2on2
Profile Joined April 2009
United States142 Posts
November 23 2009 17:25 GMT
#29
I can kind of see a benefit in this, imagine Zerg has 11mutas and 1 ovie in contol group vs 2p wraith...well if u flare the ovie u can get alot of potshots off on the mutas. Sure the z will eventually have a spore but any sane terran going 2p wraith will run from the spore, and the z has to switch the ovie, when the ovies switches u can kill it or flare it, and he has to select another, in either scenario this would allow the terran to do more damage than simply running from the mutas.
koreasilver
Profile Blog Joined June 2008
9109 Posts
November 23 2009 17:33 GMT
#30
Zergs always bring like 2+ ovies with their mutas/hydras after overlord finishes against 2port wraiths. Do you seriously think the Zerg will be stupid enough to just bring one overlord each time when the wraiths can easily snipe single overlords? Not to mention, the whole flaring the overlord shit is only going to work when the circumstances force you to use the wraiths defensively or when they're moving with mnm in the latter stage of the game. When you're at the wraith harassing phase there is absolutely no way you're going to be able to flare overlords when you're flying around inside the Zerg base. When you're forced to use the wraiths defensively you're going to be at a stage where you're squeezing everything you have to get your rax, mnm, and marine upgrades going. When you move out with your wraiths and mnm the wraiths will have lost a lot their significance at that point so using flare just for your wraiths doesn't make much sense.
Purind
Profile Blog Joined April 2004
Canada3562 Posts
November 23 2009 17:57 GMT
#31
On November 23 2009 16:37 randombum wrote:
There are many things that would make this idea fail, but one thing others haven't mentioned is that it would actually be rather difficult to flare overlords before engaging with wraiths. If you suicide the medic in to get that one overlord near the mutas, he can A bring more overlords or B snipe the medic first. If you try to flare all the overlords in the middle of battle then you are not microing your wraiths well, not to mention making your wraiths completely exposed if you happen to miss an ovie with flare. Also, it's really hard to keep a ground unit that is slower than a flying unit together.


This is probably the biggest reason. If you're trying to harrass with the wraiths and use medics to help out, the medic would have to get all the way from the T base to the Z base without getting sniped. Also, most harrassing spots that the wraiths can hit are impossible for a medic to get to. I don't have any clue how on earth you're gonna get the medic into the zerg main, or behind the natural's mineral line. Then if by some miracle the medic DOES make it alive to wherever the wraiths are harrassing, you start having the problem outlined by this post that I quoted.

So for 2 port builds, flare would only be used on the defense, and if you're defending, why bother with 2 port wraith?

And if you're not using flare with wraiths, what else would you use it for? Nukes? Actually, that would be pretty cool. Skip comsat, get nuclear siloes on both your main and natural, and do a 2 ghost 6 medic drop. Would probably be more effective than flare+wraith
Trucy Wright is hot
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 23 2009 19:01 GMT
#32
--- Nuked ---
Mindcrime
Profile Joined July 2004
United States6899 Posts
November 23 2009 19:11 GMT
#33
Even if flare were effective against muta/ovie, it's not going to help you at all against ensnare.
That wasn't any act of God. That was an act of pure human fuckery.
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
November 23 2009 19:12 GMT
#34
wasn't there a pimpest play of Boxer, where he flared the ovies of a Zerg and nuked him
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
2on2
Profile Joined April 2009
United States142 Posts
November 23 2009 19:14 GMT
#35
On November 24 2009 04:01 Gnarly wrote:
How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable.

There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told.


I gave 1 situation where it could be beneficial (and once its exploited z will just add ovies), but the fact that zerg overlords are abundant and flare is apm/magic-consuming, this strategy will get you killed

-flare lurks? not worth it
-flare ovies? replaced with more ovies
-flare ??? Oh there is nothing else of benefit to flare

Maybe you'd be better off rushing nuke and dropping 1 ghost + 7 medics with flare, and flare every ovie in the base.

I'd be cute but terrible difficult to pull off and what about the other 3 bases zerg has
koreasilver
Profile Blog Joined June 2008
9109 Posts
November 23 2009 19:22 GMT
#36
On November 24 2009 04:01 Gnarly wrote:
How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable.

There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told.

What are you on about.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
Last Edited: 2009-11-23 19:44:56
November 23 2009 19:43 GMT
#37
On November 24 2009 04:01 Gnarly wrote:
How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable.

There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told.


Because it sucks. You've made
one
two
three
four
and now FIVE!!! strategy threads full of bad ideas. Standards are standards for a reason. People deviate from standards for a reason. But people don't try to make totally retarded ideas work just because they want to use some bad spell or unit or something. You don't need to make a new thread for every spell or unit you think MIGHT be useful in some extremely retarded 1/100000 chance situation. Just please stop making threads.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 23 2009 19:47 GMT
#38
--- Nuked ---
sixghost
Profile Blog Joined November 2007
United States2096 Posts
November 23 2009 19:54 GMT
#39
On November 24 2009 04:47 Gnarly wrote:
Show nested quote +
On November 24 2009 04:14 2on2 wrote:
On November 24 2009 04:01 Gnarly wrote:
How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable.

There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told.


I gave 1 situation where it could be beneficial (and once its exploited z will just add ovies), but the fact that zerg overlords are abundant and flare is apm/magic-consuming, this strategy will get you killed

-flare lurks? not worth it
-flare ovies? replaced with more ovies
-flare ??? Oh there is nothing else of benefit to flare

Maybe you'd be better off rushing nuke and dropping 1 ghost + 7 medics with flare, and flare every ovie in the base.

I'd be cute but terrible difficult to pull off and what about the other 3 bases zerg has



Flare is very few actions being taken, so the APM discussion about that is completely absurd. Even then, most people on here are no where close to being good enough to worry about the distribution of actions.

If you flare one ovie, they aren't going to make another ovie, because it still serves the main purpose: supply. They can just switch them out, but you can just keep flaring them. Eventually, their overlords are just going to be blind. You can stack them, but then they would be vulnerable to valks being stacked and all.

If you think about it, the overlord is the main unit of the zerg army. It provides valuable scouting information, while being a detector unit. Gives the supply needed, and can transport. It can even be used a cannon fodder. Flaring them, they are only useful for the supply, transportation and cannon fodder.
Ok step 1, flare 200 supply worth of overlords. Step 2, valks to kill stacked overlords. Step 3, lose because blind overlords don't mean shit in TvZ because you don't have and cloaked units, and your medics have no energy.

Zerg doesn't use overlords for scouting in ZvT after the first 6 minutes of the game, zergs use lings for that. Your threads are hilarious.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 23 2009 19:59 GMT
#40
--- Nuked ---
sixghost
Profile Blog Joined November 2007
United States2096 Posts
November 23 2009 20:05 GMT
#41
On November 24 2009 04:59 Gnarly wrote:
Show nested quote +
On November 24 2009 04:54 sixghost wrote:
On November 24 2009 04:47 Gnarly wrote:
On November 24 2009 04:14 2on2 wrote:
On November 24 2009 04:01 Gnarly wrote:
How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable.

There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told.


I gave 1 situation where it could be beneficial (and once its exploited z will just add ovies), but the fact that zerg overlords are abundant and flare is apm/magic-consuming, this strategy will get you killed

-flare lurks? not worth it
-flare ovies? replaced with more ovies
-flare ??? Oh there is nothing else of benefit to flare

Maybe you'd be better off rushing nuke and dropping 1 ghost + 7 medics with flare, and flare every ovie in the base.

I'd be cute but terrible difficult to pull off and what about the other 3 bases zerg has



Flare is very few actions being taken, so the APM discussion about that is completely absurd. Even then, most people on here are no where close to being good enough to worry about the distribution of actions.

If you flare one ovie, they aren't going to make another ovie, because it still serves the main purpose: supply. They can just switch them out, but you can just keep flaring them. Eventually, their overlords are just going to be blind. You can stack them, but then they would be vulnerable to valks being stacked and all.

If you think about it, the overlord is the main unit of the zerg army. It provides valuable scouting information, while being a detector unit. Gives the supply needed, and can transport. It can even be used a cannon fodder. Flaring them, they are only useful for the supply, transportation and cannon fodder.
Ok step 1, flare 200 supply worth of overlords. Step 2, valks to kill stacked overlords. Step 3, lose because blind overlords don't mean shit in TvZ because you don't have and cloaked units, and your medics have no energy.

Zerg doesn't use overlords for scouting in ZvT after the first 6 minutes of the game, zergs use lings for that. Your threads are hilarious.


Make them use overlords. But your post is hilarious.

lol what?
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 23 2009 20:07 GMT
#42
--- Nuked ---
duckett
Profile Blog Joined June 2009
United States589 Posts
November 23 2009 20:08 GMT
#43
On November 23 2009 16:37 randombum wrote:
Why do you start a new start thread every week involving some crazy idea that almost everybody disagrees with?

funky squaredance funky squaredance funky squaredance
sixghost
Profile Blog Joined November 2007
United States2096 Posts
Last Edited: 2009-11-23 20:13:44
November 23 2009 20:11 GMT
#44
On November 24 2009 05:07 Gnarly wrote:
Show nested quote +
On November 24 2009 05:05 sixghost wrote:
On November 24 2009 04:59 Gnarly wrote:
On November 24 2009 04:54 sixghost wrote:
On November 24 2009 04:47 Gnarly wrote:
On November 24 2009 04:14 2on2 wrote:
On November 24 2009 04:01 Gnarly wrote:
How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable.

There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told.


I gave 1 situation where it could be beneficial (and once its exploited z will just add ovies), but the fact that zerg overlords are abundant and flare is apm/magic-consuming, this strategy will get you killed

-flare lurks? not worth it
-flare ovies? replaced with more ovies
-flare ??? Oh there is nothing else of benefit to flare

Maybe you'd be better off rushing nuke and dropping 1 ghost + 7 medics with flare, and flare every ovie in the base.

I'd be cute but terrible difficult to pull off and what about the other 3 bases zerg has



Flare is very few actions being taken, so the APM discussion about that is completely absurd. Even then, most people on here are no where close to being good enough to worry about the distribution of actions.

If you flare one ovie, they aren't going to make another ovie, because it still serves the main purpose: supply. They can just switch them out, but you can just keep flaring them. Eventually, their overlords are just going to be blind. You can stack them, but then they would be vulnerable to valks being stacked and all.

If you think about it, the overlord is the main unit of the zerg army. It provides valuable scouting information, while being a detector unit. Gives the supply needed, and can transport. It can even be used a cannon fodder. Flaring them, they are only useful for the supply, transportation and cannon fodder.
Ok step 1, flare 200 supply worth of overlords. Step 2, valks to kill stacked overlords. Step 3, lose because blind overlords don't mean shit in TvZ because you don't have and cloaked units, and your medics have no energy.

Zerg doesn't use overlords for scouting in ZvT after the first 6 minutes of the game, zergs use lings for that. Your threads are hilarious.


Make them use overlords. But your post is hilarious.

lol what?



Lings can't scout certain areas. Only air units can scout certain vital areas of the map. That's why you usually see certain buildings/units in certain places. Overlords can scout the drop path of a dropship, but if it's blind, it can no longer do that. This means that the drop isn't going to be spotted, making it that much more effective. So make them use overlords to scout.

But still, your post is funny.
nevermind your thread sucks

good luck blinding every overlord Z has every game so your drops do more damage.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Kyo Yuy
Profile Joined January 2009
United States1286 Posts
Last Edited: 2009-11-23 21:02:02
November 23 2009 20:33 GMT
#45
On November 24 2009 05:07 Gnarly wrote:
Show nested quote +
On November 24 2009 05:05 sixghost wrote:
On November 24 2009 04:59 Gnarly wrote:
On November 24 2009 04:54 sixghost wrote:
On November 24 2009 04:47 Gnarly wrote:
On November 24 2009 04:14 2on2 wrote:
On November 24 2009 04:01 Gnarly wrote:
How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable.

There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told.


I gave 1 situation where it could be beneficial (and once its exploited z will just add ovies), but the fact that zerg overlords are abundant and flare is apm/magic-consuming, this strategy will get you killed

-flare lurks? not worth it
-flare ovies? replaced with more ovies
-flare ??? Oh there is nothing else of benefit to flare

Maybe you'd be better off rushing nuke and dropping 1 ghost + 7 medics with flare, and flare every ovie in the base.

I'd be cute but terrible difficult to pull off and what about the other 3 bases zerg has



Flare is very few actions being taken, so the APM discussion about that is completely absurd. Even then, most people on here are no where close to being good enough to worry about the distribution of actions.

If you flare one ovie, they aren't going to make another ovie, because it still serves the main purpose: supply. They can just switch them out, but you can just keep flaring them. Eventually, their overlords are just going to be blind. You can stack them, but then they would be vulnerable to valks being stacked and all.

If you think about it, the overlord is the main unit of the zerg army. It provides valuable scouting information, while being a detector unit. Gives the supply needed, and can transport. It can even be used a cannon fodder. Flaring them, they are only useful for the supply, transportation and cannon fodder.
Ok step 1, flare 200 supply worth of overlords. Step 2, valks to kill stacked overlords. Step 3, lose because blind overlords don't mean shit in TvZ because you don't have and cloaked units, and your medics have no energy.

Zerg doesn't use overlords for scouting in ZvT after the first 6 minutes of the game, zergs use lings for that. Your threads are hilarious.


Make them use overlords. But your post is hilarious.

lol what?



Lings can't scout certain areas. Only air units can scout certain vital areas of the map. That's why you usually see certain buildings/units in certain places. Overlords can scout the drop path of a dropship, but if it's blind, it can no longer do that. This means that the drop isn't going to be spotted, making it that much more effective. So make them use overlords to scout.

But still, your post is funny.

...If a Terran player expects a drop, he usually has scourge on patrol along the perimeter of his base.

You still haven't addressed the issue of how you're going to send medics into the same areas that you plan on harassing with your wraiths. Wraiths move much faster than medics, and a good portion of Overlords will stay within a zerg base or expo.

Overlords aren't really used to scout Terran bases past the first scouting overlord. Terrans have marines and turrets to shoot down overlords or at least chase them out of useful scouting range. Mutalisks (which are a staple in ZvT) can scout much easier and simultaneously threaten the Terran into making more turrets.

A lot of things sound good in theory if you don't account for cost and time. Time and money are two of the most important parts of life, and Starcraft is no exception. Before you can state the effectiveness of a certain tactic, you have to consider how much time it takes to develop this certain strategy (i.e. builds, timings, considering how zerg might react as well as zerg's own timing), as well as how much of an investment something is (how much gas and minerals does it take to reach that tech, how much energy is needed, and how can you ensure that such an investment is well worth its cost).

Any strategy sounds like a great idea if you don't consider time and cost. Why not use EMP Shockwave on Defilers just before they cast dark swarm? Irradiate will still give Defilers a chance to cast Dark Swarm and Plague, but EMP means they can't cast it right away. So why not use EMP Shockwave and then focus fire the Defiler with tanks and MnM?
#1 KawaiiRice fan :D
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
November 23 2009 20:57 GMT
#46
First off that game was fucking awesome, and against By.hero.

Second that build was fucking awesome and was obviously to check out walling vs Zergling rush on outsider.

Third, if there was another game against gogo I sound like a dbag right now.

fourth, that build is going into LP just as soon as I figure out how to put them in there.
YPang
Profile Blog Joined April 2007
United States4024 Posts
November 23 2009 21:27 GMT
#47
very interesting i might try it.
sMi.Gladstone | BW: B high| SC2: gold T_T
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 23 2009 21:39 GMT
#48
--- Nuked ---
koreasilver
Profile Blog Joined June 2008
9109 Posts
November 23 2009 21:47 GMT
#49
good heavens.
Kau *
Profile Joined March 2007
Canada3500 Posts
Last Edited: 2009-11-23 21:48:51
November 23 2009 21:48 GMT
#50
On November 24 2009 06:39 Gnarly wrote:
Show nested quote +
On November 24 2009 05:33 Kyo Yuy wrote:
On November 24 2009 05:07 Gnarly wrote:
On November 24 2009 05:05 sixghost wrote:
On November 24 2009 04:59 Gnarly wrote:
On November 24 2009 04:54 sixghost wrote:
On November 24 2009 04:47 Gnarly wrote:
On November 24 2009 04:14 2on2 wrote:
On November 24 2009 04:01 Gnarly wrote:
How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable.

There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told.


I gave 1 situation where it could be beneficial (and once its exploited z will just add ovies), but the fact that zerg overlords are abundant and flare is apm/magic-consuming, this strategy will get you killed

-flare lurks? not worth it
-flare ovies? replaced with more ovies
-flare ??? Oh there is nothing else of benefit to flare

Maybe you'd be better off rushing nuke and dropping 1 ghost + 7 medics with flare, and flare every ovie in the base.

I'd be cute but terrible difficult to pull off and what about the other 3 bases zerg has



Flare is very few actions being taken, so the APM discussion about that is completely absurd. Even then, most people on here are no where close to being good enough to worry about the distribution of actions.

If you flare one ovie, they aren't going to make another ovie, because it still serves the main purpose: supply. They can just switch them out, but you can just keep flaring them. Eventually, their overlords are just going to be blind. You can stack them, but then they would be vulnerable to valks being stacked and all.

If you think about it, the overlord is the main unit of the zerg army. It provides valuable scouting information, while being a detector unit. Gives the supply needed, and can transport. It can even be used a cannon fodder. Flaring them, they are only useful for the supply, transportation and cannon fodder.
Ok step 1, flare 200 supply worth of overlords. Step 2, valks to kill stacked overlords. Step 3, lose because blind overlords don't mean shit in TvZ because you don't have and cloaked units, and your medics have no energy.

Zerg doesn't use overlords for scouting in ZvT after the first 6 minutes of the game, zergs use lings for that. Your threads are hilarious.


Make them use overlords. But your post is hilarious.

lol what?



Lings can't scout certain areas. Only air units can scout certain vital areas of the map. That's why you usually see certain buildings/units in certain places. Overlords can scout the drop path of a dropship, but if it's blind, it can no longer do that. This means that the drop isn't going to be spotted, making it that much more effective. So make them use overlords to scout.

But still, your post is funny.

...If a Terran player expects a drop, he usually has scourge on patrol along the perimeter of his base.

You still haven't addressed the issue of how you're going to send medics into the same areas that you plan on harassing with your wraiths. Wraiths move much faster than medics, and a good portion of Overlords will stay within a zerg base or expo.

Overlords aren't really used to scout Terran bases past the first scouting overlord. Terrans have marines and turrets to shoot down overlords or at least chase them out of useful scouting range. Mutalisks (which are a staple in ZvT) can scout much easier and simultaneously threaten the Terran into making more turrets.

A lot of things sound good in theory if you don't account for cost and time. Time and money are two of the most important parts of life, and Starcraft is no exception. Before you can state the effectiveness of a certain tactic, you have to consider how much time it takes to develop this certain strategy (i.e. builds, timings, considering how zerg might react as well as zerg's own timing), as well as how much of an investment something is (how much gas and minerals does it take to reach that tech, how much energy is needed, and how can you ensure that such an investment is well worth its cost).

Any strategy sounds like a great idea if you don't consider time and cost. Why not use EMP Shockwave on Defilers just before they cast dark swarm? Irradiate will still give Defilers a chance to cast Dark Swarm and Plague, but EMP means they can't cast it right away. So why not use EMP Shockwave and then focus fire the Defiler with tanks and MnM?


You still haven't understood what I've been saying. I'm not talking about 2port > flare, so I won't be talking about 2port > flare. It just happened to be in the OP as a thought, nothing more, and yet people like you seem to think, "Oh, let's dismiss the context of this sentence, just single out 2port > flare, say that's what he is saying, and then debate on an argument which doesn't even exist."

Another thing, I know for a fact that zerg's use their overlords for scouting certain areas, and is actually recommended, instead of just keeping your ovies in your base. Yeah, sure, mutalisks can easily scout the same spot an ovie can, but they aren't gonna chill there, like an ovie would. It's like observers, you make some and put them in a certain area to check out what's going on.

From liquipedia: 'If the map allows for it, Overlords should be kept above cliffs or ridges where the opponent cannot see them with a ground army. They can also just be spread around the map and retreated when a ground army is sighted so the Zerg player knows where the opponent's army is. Overlords can also be placed at potential expansion sites to monitor whether the opponent is taking an expansion. The exception to this advice is Zerg vs. Zerg."

"versus Terran

You must be careful when scouting Terrans with Overlords early game because just two Marines will kill it if given the opportunity. However, overlords can be placed on ridges or in areas where the Terran player cannot snipe them to watch for dropships. "

If you blind them, they lose their scouting purpose. Scouting is very valuable, unless I'm just a complete noob. Get it?


So are you going to blind them by flying a building there so you can see them? Or building an air unit so you can see them? Or maybe even use a scan so you can blind them? And if the overlord is over some inaccessible cliff, are you going to build a dropship for the purpose of dropping a medic on that cliff so you can blind the overlord? By then the overlord will see your dropship and it won't be a surprise anymore?

Edit: Any why do all my sentences end in question marks?
Moderator
Monsen
Profile Joined December 2002
Germany2548 Posts
November 23 2009 21:58 GMT
#51
Probably because they're all questions.

On topic, I think it's mostly because you'd lose the mobility of the wraiths when teaming them up with medics. Or to put it better maybe: You want those wraiths mostly for harrass or at least the threat of said harrass- flare doesn't help you there really.
And other than wraith support I see little value in flare. I find even restoration more useful- cleasing SVs of that pesky plaque...
11 years and counting- TL #680
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 23 2009 22:08 GMT
#52
--- Nuked ---
Purind
Profile Blog Joined April 2004
Canada3562 Posts
November 23 2009 22:09 GMT
#53
On November 24 2009 04:01 Gnarly wrote:
How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable.

There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told.


In your OP, you mentioned 2 port wraith and how flare could be useful there. You said nothing about how flare could be useful in any other situation, so naturally, people are gonna counter any 2port wraith arguments, instead of arguing against random invisible arguments that noone has mentioned

As for blinding scouting overlords to cut off scouting. So what, you're gonna have a dropship filled with medics to go around blinding overlords just for this purpose? How are you going to blind their overlord before they spot your dropship? You basically have to know their overlord is there before your dropship arrives, then blind it (I'm pretty sure dropships don't outrange overlords). How do you plan on achieving this? Com satting the entire map? Com satting your entier dropship path?

As for blinding overlords that spot expoes: How's that gonna work? Overlord is over expo, you blind it, you expo there. The overlord is RIGHT OVER your expo. Unless you chase it away with anti air, but that kinda defeats the purpose of blind
Trucy Wright is hot
koreasilver
Profile Blog Joined June 2008
9109 Posts
November 23 2009 22:12 GMT
#54
On November 24 2009 07:08 Gnarly wrote:
Show nested quote +
On November 24 2009 06:58 Monsen wrote:
Probably because they're all questions.

On topic, I think it's mostly because you'd lose the mobility of the wraiths when teaming them up with medics. Or to put it better maybe: You want those wraiths mostly for harrass or at least the threat of said harrass- flare doesn't help you there really.
And other than wraith support I see little value in flare. I find even restoration more useful- cleasing SVs of that pesky plaque...



You're off topic. Quit discussing wraiths and medics being together. I'm not, and I'm the OP, so quit derailing this thread. I don't know why you guys just don't get it.

What are you on about.
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
November 23 2009 22:16 GMT
#55
On November 24 2009 07:08 Gnarly wrote:
Show nested quote +
On November 24 2009 06:58 Monsen wrote:
Probably because they're all questions.

On topic, I think it's mostly because you'd lose the mobility of the wraiths when teaming them up with medics. Or to put it better maybe: You want those wraiths mostly for harrass or at least the threat of said harrass- flare doesn't help you there really.
And other than wraith support I see little value in flare. I find even restoration more useful- cleasing SVs of that pesky plaque...



You're off topic. Quit discussing wraiths and medics being together. I'm not, and I'm the OP, so quit derailing this thread. I don't know why you guys just don't get it.

BECAUSE WITHOUT WRAITHS THERE IS NO POINT IN USING BLIND, GET THE POINT ALREADY
I'm on GOLD CHAIN
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
November 23 2009 22:16 GMT
#56
Look, if you're close enough to blind an overlord with a medic, why not just kill it with marines?
I'm on GOLD CHAIN
SuperArc
Profile Blog Joined March 2009
Austria7781 Posts
November 23 2009 22:17 GMT
#57
On November 24 2009 07:16 ZERG_RUSSIAN wrote:
Show nested quote +
On November 24 2009 07:08 Gnarly wrote:
On November 24 2009 06:58 Monsen wrote:
Probably because they're all questions.

On topic, I think it's mostly because you'd lose the mobility of the wraiths when teaming them up with medics. Or to put it better maybe: You want those wraiths mostly for harrass or at least the threat of said harrass- flare doesn't help you there really.
And other than wraith support I see little value in flare. I find even restoration more useful- cleasing SVs of that pesky plaque...



You're off topic. Quit discussing wraiths and medics being together. I'm not, and I'm the OP, so quit derailing this thread. I don't know why you guys just don't get it.

BECAUSE WITHOUT WRAITHS THERE IS NO POINT IN USING BLIND, GET THE POINT ALREADY


ghosts >_>
Snow - future of protoss! :) Nada = baller
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
November 23 2009 22:17 GMT
#58
When was the last time you saw a ghost in ZvT?
I'm on GOLD CHAIN
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
November 23 2009 22:18 GMT
#59
And seriously? By the time you get ghosts you have way too many actions to think about to be even trying to blind overlords.
I'm on GOLD CHAIN
Misrah
Profile Blog Joined February 2008
United States1695 Posts
November 23 2009 22:33 GMT
#60
the only way that i could maybe see flare being useful in zvt is if you were to flare lurkers in an SK terran style. This of course is not taking into account: zerglings, scourge, muta give vison anyway- science vessles coming out soon... i have no idea of the timings, or if this could even be useful.

maybe you could try it if there was only 2/3 lurks up a cliff guarding the 3rd base. you could scan flare, and then walk right in. but if there was drones, overlord, or zerglings giving vision that would fail too.

im not hopeful.
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
Misrah
Profile Blog Joined February 2008
United States1695 Posts
November 23 2009 22:35 GMT
#61
ohh but wait- ghosts outrange lurkers! rush to ghost and then you can break lurkers ez pz, and snipe defilers with your cloak. perfect strat yes?
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
November 23 2009 22:45 GMT
#62
If you have a stack of wraiths, and M&M, I see the logic in using optic flare. 2port wraith is the only such build I know of, but including flare in the 11 wraith + M&M push might actually help. Wraith sniping overlords + medic flaring overlords --> difficult for Zerg to maintain detection --> wraith sniping lurkers. (Though early flare would delay science vessel.)

If you have ghost + nuke, and M&M, I see the logic in using optic flare, but ghost+nuke is not currently competitive. There doesn't seem to be much incentive in dropping ghosts over dropping + stimming regular infantry.

Admittedly, I am still curious as to whether or not nuke would be a reasonable way to bust a Zerg's front, when the Zerg is massing sunkens to hold off the push until swarm, and if you were try, including optic flare to prevent a snipe on the ghost might serve a purpose. Probably it just takes too long to get the nuke, particularly when you need the tanks anyway to shove lurkers around (in a 9-minute push).
My strategy is to fork people.
caldo149
Profile Blog Joined April 2009
United States469 Posts
November 23 2009 22:47 GMT
#63
actually i thought of something almost viable, though somewhat situational:
use flare on Lurkers harassing expansions. Sometimes Zerg will use a Lurker or 2 and just try to mess with your shit but instead of trying to kill the Lurker(s) you could just blind 'em and maybe save some marines...? Medics might be faster than trying to get tanks to the expansion. This is more of an issue in late game.
Hellions are my homeboys
StalkerSC
Profile Blog Joined April 2009
Canada378 Posts
November 23 2009 23:50 GMT
#64
I'm not sure how effective it would be in a regular game because of the tech trees...might be an alright in-your-face technique once you are far ahead and can afford medics chasing around ovies.
IIf your good at Starcraft, Your good at life. - Artosis
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
November 23 2009 23:54 GMT
#65
On November 24 2009 05:57 cgrinker wrote:
First off that game was fucking awesome, and against By.hero.

Second that build was fucking awesome and was obviously to check out walling vs Zergling rush on outsider.

Third, if there was another game against gogo I sound like a dbag right now.

fourth, that build is going into LP just as soon as I figure out how to put them in there.


It's not exactly standard, and tough to pull off.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
OneOther
Profile Blog Joined August 2004
United States10774 Posts
November 23 2009 23:59 GMT
#66
On November 24 2009 07:08 Gnarly wrote:
Show nested quote +
On November 24 2009 06:58 Monsen wrote:
Probably because they're all questions.

On topic, I think it's mostly because you'd lose the mobility of the wraiths when teaming them up with medics. Or to put it better maybe: You want those wraiths mostly for harrass or at least the threat of said harrass- flare doesn't help you there really.
And other than wraith support I see little value in flare. I find even restoration more useful- cleasing SVs of that pesky plaque...



You're off topic. Quit discussing wraiths and medics being together. I'm not, and I'm the OP, so quit derailing this thread. I don't know why you guys just don't get it.

I have decided to not open your threads/blogs from now on. For my own good.
Misrah
Profile Blog Joined February 2008
United States1695 Posts
November 24 2009 00:27 GMT
#67
On November 24 2009 08:59 OneOther wrote:
Show nested quote +
On November 24 2009 07:08 Gnarly wrote:
On November 24 2009 06:58 Monsen wrote:
Probably because they're all questions.

On topic, I think it's mostly because you'd lose the mobility of the wraiths when teaming them up with medics. Or to put it better maybe: You want those wraiths mostly for harrass or at least the threat of said harrass- flare doesn't help you there really.
And other than wraith support I see little value in flare. I find even restoration more useful- cleasing SVs of that pesky plaque...



You're off topic. Quit discussing wraiths and medics being together. I'm not, and I'm the OP, so quit derailing this thread. I don't know why you guys just don't get it.

I have decided to not open your threads/blogs from now on. For my own good.


This made me lol profusely. Thank you from the bottom of my heart.
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
Kyo Yuy
Profile Joined January 2009
United States1286 Posts
November 24 2009 00:47 GMT
#68
On November 24 2009 06:39 Gnarly wrote:
Show nested quote +
On November 24 2009 05:33 Kyo Yuy wrote:
On November 24 2009 05:07 Gnarly wrote:
On November 24 2009 05:05 sixghost wrote:
On November 24 2009 04:59 Gnarly wrote:
On November 24 2009 04:54 sixghost wrote:
On November 24 2009 04:47 Gnarly wrote:
On November 24 2009 04:14 2on2 wrote:
On November 24 2009 04:01 Gnarly wrote:
How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable.

There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told.


I gave 1 situation where it could be beneficial (and once its exploited z will just add ovies), but the fact that zerg overlords are abundant and flare is apm/magic-consuming, this strategy will get you killed

-flare lurks? not worth it
-flare ovies? replaced with more ovies
-flare ??? Oh there is nothing else of benefit to flare

Maybe you'd be better off rushing nuke and dropping 1 ghost + 7 medics with flare, and flare every ovie in the base.

I'd be cute but terrible difficult to pull off and what about the other 3 bases zerg has



Flare is very few actions being taken, so the APM discussion about that is completely absurd. Even then, most people on here are no where close to being good enough to worry about the distribution of actions.

If you flare one ovie, they aren't going to make another ovie, because it still serves the main purpose: supply. They can just switch them out, but you can just keep flaring them. Eventually, their overlords are just going to be blind. You can stack them, but then they would be vulnerable to valks being stacked and all.

If you think about it, the overlord is the main unit of the zerg army. It provides valuable scouting information, while being a detector unit. Gives the supply needed, and can transport. It can even be used a cannon fodder. Flaring them, they are only useful for the supply, transportation and cannon fodder.
Ok step 1, flare 200 supply worth of overlords. Step 2, valks to kill stacked overlords. Step 3, lose because blind overlords don't mean shit in TvZ because you don't have and cloaked units, and your medics have no energy.

Zerg doesn't use overlords for scouting in ZvT after the first 6 minutes of the game, zergs use lings for that. Your threads are hilarious.


Make them use overlords. But your post is hilarious.

lol what?



Lings can't scout certain areas. Only air units can scout certain vital areas of the map. That's why you usually see certain buildings/units in certain places. Overlords can scout the drop path of a dropship, but if it's blind, it can no longer do that. This means that the drop isn't going to be spotted, making it that much more effective. So make them use overlords to scout.

But still, your post is funny.

...If a Terran player expects a drop, he usually has scourge on patrol along the perimeter of his base.

You still haven't addressed the issue of how you're going to send medics into the same areas that you plan on harassing with your wraiths. Wraiths move much faster than medics, and a good portion of Overlords will stay within a zerg base or expo.

Overlords aren't really used to scout Terran bases past the first scouting overlord. Terrans have marines and turrets to shoot down overlords or at least chase them out of useful scouting range. Mutalisks (which are a staple in ZvT) can scout much easier and simultaneously threaten the Terran into making more turrets.

A lot of things sound good in theory if you don't account for cost and time. Time and money are two of the most important parts of life, and Starcraft is no exception. Before you can state the effectiveness of a certain tactic, you have to consider how much time it takes to develop this certain strategy (i.e. builds, timings, considering how zerg might react as well as zerg's own timing), as well as how much of an investment something is (how much gas and minerals does it take to reach that tech, how much energy is needed, and how can you ensure that such an investment is well worth its cost).

Any strategy sounds like a great idea if you don't consider time and cost. Why not use EMP Shockwave on Defilers just before they cast dark swarm? Irradiate will still give Defilers a chance to cast Dark Swarm and Plague, but EMP means they can't cast it right away. So why not use EMP Shockwave and then focus fire the Defiler with tanks and MnM?


You still haven't understood what I've been saying. I'm not talking about 2port > flare, so I won't be talking about 2port > flare. It just happened to be in the OP as a thought, nothing more, and yet people like you seem to think, "Oh, let's dismiss the context of this sentence, just single out 2port > flare, say that's what he is saying, and then debate on an argument which doesn't even exist."

Another thing, I know for a fact that zerg's use their overlords for scouting certain areas, and is actually recommended, instead of just keeping your ovies in your base. Yeah, sure, mutalisks can easily scout the same spot an ovie can, but they aren't gonna chill there, like an ovie would. It's like observers, you make some and put them in a certain area to check out what's going on.

From liquipedia: 'If the map allows for it, Overlords should be kept above cliffs or ridges where the opponent cannot see them with a ground army. They can also just be spread around the map and retreated when a ground army is sighted so the Zerg player knows where the opponent's army is. Overlords can also be placed at potential expansion sites to monitor whether the opponent is taking an expansion. The exception to this advice is Zerg vs. Zerg."

"versus Terran

You must be careful when scouting Terrans with Overlords early game because just two Marines will kill it if given the opportunity. However, overlords can be placed on ridges or in areas where the Terran player cannot snipe them to watch for dropships. "

If you blind them, they lose their scouting purpose. Scouting is very valuable, unless I'm just a complete noob. Get it?

The only thing in my post that is specific to 2port wraiths is the second paragraph. Delete the second paragraph and everything I say pertains to the entire TvZ matchup.

Overlords are NOT like observers. Observers are CLOAKED. Overlords can be shot down the moment your first marine comes out, but even if you know an observer is there, you have to invest in a turret to shoot it down/force it out of position, waste a valuable scan, or get a Science Vessel.

Overlords are used to scout for expos, but they cannot be used to thoroughly scout an opponent's main past a certain point. Are you assuming that Terrans have no anti air and cannot shoot down an overlord? An Overlord that is out of attack range of turrets and marines cannot get much scouting information, meaning that Optical Flare has very little benefit.

Overlords aren't the only way to scout, and rarely are they the only unit out on the map. Lurkers often hold important ramps and chokes, scourge are often patrolling around, and zerglings are everywhere. Since you are NOT just talking about cloaked wraiths, what use is there in blinding overlords when the zerg have a NUMBER of ground units and air units that can scout?

Scourge are used to scout just as much as Overlords are. Same with mutalisks and zerglings.
#1 KawaiiRice fan :D
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
November 24 2009 03:12 GMT
#69
Why isn't flare used in TvZ more often???
+ Show Spoiler +
because not everyone is D- like you are
"come korea next time... FXO house... 10 korean, 10 korean"
Ronald_McD
Profile Blog Joined November 2008
Canada807 Posts
November 24 2009 05:09 GMT
#70
People need to understand that using Optical Flare is just a huge fuckin' waste of time.

Most of the time...

The energy is better used on healing your marines, and blinding your enemy's units is not worth the resources, energy, or apm it takes to make it useful. There might be some rare situations, but today's meta game favours the macro intensive play style, and focusing on gimmicky little tricks like using optical flare on a bunch of overlords is a waste.
FUCKING GAY LAGS
saltywet
Profile Blog Joined August 2009
Hong Kong1316 Posts
November 24 2009 05:29 GMT
#71
play me, im d- and ill let u flare my overlords
29 fps
Profile Blog Joined March 2008
United States5724 Posts
November 24 2009 05:54 GMT
#72
On November 24 2009 14:29 saltywet wrote:
play me, im d- and ill let u flare my overlords


lol your username is awesome. totally translates into something hilarious
4v4 is a battle of who has the better computer.
LeoTheLion
Profile Blog Joined July 2006
China958 Posts
November 24 2009 06:11 GMT
#73
GYS I HAVE A BETTER IDEA

IF WE"RE GONNA USE COMSAT FOR SIGHT SO WE CAN BLIND THE OVERLORD

WHY DON"T WE JUST KLIL IT INSTEAD
Communism is not love. Communism is a hammer which we use to crush the enemy. -Chairman Mao
Fontong
Profile Blog Joined December 2007
United States6454 Posts
November 24 2009 06:32 GMT
#74
On November 24 2009 15:11 LeoTheLion wrote:
GYS I HAVE A BETTER IDEA

IF WE"RE GONNA USE COMSAT FOR SIGHT SO WE CAN BLIND THE OVERLORD

WHY DON"T WE JUST KLIL IT INSTEAD

Lol yeah I mean, the cost of 1 starport + 1 wraith to kill those hard to reach overlords is hardly more than the cost of flare(whatever that may be)
[SECRET FONT] "Dragoon bunker"
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 24 2009 08:14 GMT
#75
--- Nuked ---
zerglingsfolife
Profile Blog Joined August 2009
United States1694 Posts
Last Edited: 2009-11-24 09:10:35
November 24 2009 09:07 GMT
#76
First off let me say I'm a D player so you can disregard my post if you like.

I can see a few useful units for flare.

imagine I spawn at 5 o clock on destination. i fast expo and start adding rax/researching stim+range then flare. Zerg 2 or 3 hatch mutas and keeps me in my base for a time. Once I fight it off, I see zerg trying to burrow a lurker or 2 behind cliff, hitting my scvs mining at the natural. If Zerg has delayed my tanks with siege or science vessel tech with his muta harass, I am in a very uncomfortable position.
However, with flare I can either blind his OL which is out of range of my rines (lurkers lose sight and can't hit my workers), or I can Scan once and then blind his lurk(s): *FLARE has 9 Range!*
1) end harassment at the cost of 75 or 150 mana. Potentially saving tons of minerals from lost mining time where I'd either have to A)wait for tank with siege,or B) wait for vessel with irradiate, or C)move mnm to behind my natural, delaying my ability to pressure and opening myself to a counter.

Another time i can think where blind might be helpful is in late game. Imagine a ZvT on HBR. Late game I'm patrolling the map with a rogue control group of mnm trying to take out zerg expansions. I see 2/3 lurks burrowed on a ridge that would be difficult to engage with my group. I blind 2/3 lurks and can then outrange them*(if they really do get range halved when blind). I can think take out the lurks and take out the zergs expansion.

These are just a few instances where I thought it could be used.
Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crown and win no glory. I shall live and die at my post. I am the sword in the darkness.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
November 24 2009 09:14 GMT
#77
Use M&M + ghost vs P and use medic to flare obs, ghost to snipe temps/reavers LOLOL sniper team.
Turbovolver
Profile Blog Joined January 2009
Australia2394 Posts
November 24 2009 09:15 GMT
#78
And yet Gnarly is D+ and I am D

*commits suicide*
The original Bogus fan.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
November 24 2009 09:16 GMT
#79
On November 24 2009 18:07 zerglingsfolife wrote:
First off let me say I'm a D player so you can disregard my post if you like.

I can see a few useful units for flare.

imagine I spawn at 5 o clock on destination. i fast expo and start adding rax/researching stim+range then flare. Zerg 2 or 3 hatch mutas and keeps me in my base for a time. Once I fight it off, I see zerg trying to burrow a lurker or 2 behind cliff, hitting my scvs mining at the natural. If Zerg has delayed my tanks with siege or science vessel tech with his muta harass, I am in a very uncomfortable position.
However, with flare I can either blind his OL which is out of range of my rines (lurkers lose sight and can't hit my workers), or I can Scan once and then blind his lurk(s): *FLARE has 9 Range!*
1) end harassment at the cost of 75 or 150 mana. Potentially saving tons of minerals from lost mining time where I'd either have to A)wait for tank with siege,or B) wait for vessel with irradiate, or C)move mnm to behind my natural, delaying my ability to pressure and opening myself to a counter.

Another time i can think where blind might be helpful is in late game. Imagine a ZvT on HBR. Late game I'm patrolling the map with a rogue control group of mnm trying to take out zerg expansions. I see 2/3 lurks burrowed on a ridge that would be difficult to engage with my group. I blind 2/3 lurks and can then outrange them*(if they really do get range halved when blind). I can think take out the lurks and take out the zergs expansion.

These are just a few instances where I thought it could be used.


I have actually never thought of blinding lurks up a ramp to take out zerg's third, nice!
ejac
Profile Blog Joined January 2009
United States1195 Posts
Last Edited: 2009-11-24 09:22:06
November 24 2009 09:21 GMT
#80
Just for shits and giggles, I've tried doing a nuke rush TvZ with optical flare on ovies. Apart from that, I can't imagine a time that I'd bother using optical flare.
esq>n
UbRi
Profile Blog Joined March 2007
Italy603 Posts
November 24 2009 10:30 GMT
#81
i think that in general this flare is a good idea, it's just difficult right now to translate it into a strategy, but i guess that it's possible to make a good one; you know between ghosts, mines and wraiths you're eventually going to find a way to exploint blind overlord
LeoTheLion
Profile Blog Joined July 2006
China958 Posts
November 24 2009 10:51 GMT
#82
On November 24 2009 18:16 FortuneSyn wrote:
Show nested quote +
On November 24 2009 18:07 zerglingsfolife wrote:
First off let me say I'm a D player so you can disregard my post if you like.

I can see a few useful units for flare.

imagine I spawn at 5 o clock on destination. i fast expo and start adding rax/researching stim+range then flare. Zerg 2 or 3 hatch mutas and keeps me in my base for a time. Once I fight it off, I see zerg trying to burrow a lurker or 2 behind cliff, hitting my scvs mining at the natural. If Zerg has delayed my tanks with siege or science vessel tech with his muta harass, I am in a very uncomfortable position.
However, with flare I can either blind his OL which is out of range of my rines (lurkers lose sight and can't hit my workers), or I can Scan once and then blind his lurk(s): *FLARE has 9 Range!*
1) end harassment at the cost of 75 or 150 mana. Potentially saving tons of minerals from lost mining time where I'd either have to A)wait for tank with siege,or B) wait for vessel with irradiate, or C)move mnm to behind my natural, delaying my ability to pressure and opening myself to a counter.

Another time i can think where blind might be helpful is in late game. Imagine a ZvT on HBR. Late game I'm patrolling the map with a rogue control group of mnm trying to take out zerg expansions. I see 2/3 lurks burrowed on a ridge that would be difficult to engage with my group. I blind 2/3 lurks and can then outrange them*(if they really do get range halved when blind). I can think take out the lurks and take out the zergs expansion.

These are just a few instances where I thought it could be used.


I have actually never thought of blinding lurks up a ramp to take out zerg's third, nice!


ok that's hot as fuck. imma try that, instead of waiting for tank get flare and blind lurkers to take out third. holy shit.
Communism is not love. Communism is a hammer which we use to crush the enemy. -Chairman Mao
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
November 24 2009 11:49 GMT
#83
Who the fuck cares if the overlord is scouting, just let it scout. You flare the fucker, the zerg player brings a new fucker to replace it and made you waste your precious bitch's energy. Now he will just a move his zerglins in and you can't fucking heal your units because you spent it on of.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
November 24 2009 12:28 GMT
#84
On November 24 2009 19:51 LeoTheLion wrote:
Show nested quote +
On November 24 2009 18:16 FortuneSyn wrote:
On November 24 2009 18:07 zerglingsfolife wrote:
First off let me say I'm a D player so you can disregard my post if you like.

I can see a few useful units for flare.

imagine I spawn at 5 o clock on destination. i fast expo and start adding rax/researching stim+range then flare. Zerg 2 or 3 hatch mutas and keeps me in my base for a time. Once I fight it off, I see zerg trying to burrow a lurker or 2 behind cliff, hitting my scvs mining at the natural. If Zerg has delayed my tanks with siege or science vessel tech with his muta harass, I am in a very uncomfortable position.
However, with flare I can either blind his OL which is out of range of my rines (lurkers lose sight and can't hit my workers), or I can Scan once and then blind his lurk(s): *FLARE has 9 Range!*
1) end harassment at the cost of 75 or 150 mana. Potentially saving tons of minerals from lost mining time where I'd either have to A)wait for tank with siege,or B) wait for vessel with irradiate, or C)move mnm to behind my natural, delaying my ability to pressure and opening myself to a counter.

Another time i can think where blind might be helpful is in late game. Imagine a ZvT on HBR. Late game I'm patrolling the map with a rogue control group of mnm trying to take out zerg expansions. I see 2/3 lurks burrowed on a ridge that would be difficult to engage with my group. I blind 2/3 lurks and can then outrange them*(if they really do get range halved when blind). I can think take out the lurks and take out the zergs expansion.

These are just a few instances where I thought it could be used.


I have actually never thought of blinding lurks up a ramp to take out zerg's third, nice!


ok that's hot as fuck. imma try that, instead of waiting for tank get flare and blind lurkers to take out third. holy shit.


Actually, the zerg player can counter this just by putting one zergling on the lurker, the lurker's range is shorten because of the fog of war, if anything is there to increase the fog of war, then the lurker's range will be normal again. so its still pointless
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
UbRi
Profile Blog Joined March 2007
Italy603 Posts
November 24 2009 17:35 GMT
#85
what about a greedy wraiths + expo build? You research flare to be able to defend against mutas with your wraiths, very micro intensive but sounds cool; if on the other hand zerg counters with hydra lurks your wraith build then you could add vultures and spidermines, not sure about how long is the medic range for the flare spell, but hopefully it could be long enough to be able to blind overlords above a hydralurk army; again very micro intensive but sexy
meeple
Profile Blog Joined April 2009
Canada10211 Posts
November 24 2009 17:53 GMT
#86
On November 24 2009 21:28 MuffinDude wrote:
Show nested quote +
On November 24 2009 19:51 LeoTheLion wrote:
On November 24 2009 18:16 FortuneSyn wrote:
On November 24 2009 18:07 zerglingsfolife wrote:
First off let me say I'm a D player so you can disregard my post if you like.

I can see a few useful units for flare.

imagine I spawn at 5 o clock on destination. i fast expo and start adding rax/researching stim+range then flare. Zerg 2 or 3 hatch mutas and keeps me in my base for a time. Once I fight it off, I see zerg trying to burrow a lurker or 2 behind cliff, hitting my scvs mining at the natural. If Zerg has delayed my tanks with siege or science vessel tech with his muta harass, I am in a very uncomfortable position.
However, with flare I can either blind his OL which is out of range of my rines (lurkers lose sight and can't hit my workers), or I can Scan once and then blind his lurk(s): *FLARE has 9 Range!*
1) end harassment at the cost of 75 or 150 mana. Potentially saving tons of minerals from lost mining time where I'd either have to A)wait for tank with siege,or B) wait for vessel with irradiate, or C)move mnm to behind my natural, delaying my ability to pressure and opening myself to a counter.

Another time i can think where blind might be helpful is in late game. Imagine a ZvT on HBR. Late game I'm patrolling the map with a rogue control group of mnm trying to take out zerg expansions. I see 2/3 lurks burrowed on a ridge that would be difficult to engage with my group. I blind 2/3 lurks and can then outrange them*(if they really do get range halved when blind). I can think take out the lurks and take out the zergs expansion.

These are just a few instances where I thought it could be used.


I have actually never thought of blinding lurks up a ramp to take out zerg's third, nice!


ok that's hot as fuck. imma try that, instead of waiting for tank get flare and blind lurkers to take out third. holy shit.


Actually, the zerg player can counter this just by putting one zergling on the lurker, the lurker's range is shorten because of the fog of war, if anything is there to increase the fog of war, then the lurker's range will be normal again. so its still pointless


True, but I think it would work at least the first time... there's not many zergs that put a ling with their lurkers expecting you to blind them
Kyo Yuy
Profile Joined January 2009
United States1286 Posts
November 24 2009 19:28 GMT
#87
On November 25 2009 02:53 meeple wrote:
Show nested quote +
On November 24 2009 21:28 MuffinDude wrote:
On November 24 2009 19:51 LeoTheLion wrote:
On November 24 2009 18:16 FortuneSyn wrote:
On November 24 2009 18:07 zerglingsfolife wrote:
First off let me say I'm a D player so you can disregard my post if you like.

I can see a few useful units for flare.

imagine I spawn at 5 o clock on destination. i fast expo and start adding rax/researching stim+range then flare. Zerg 2 or 3 hatch mutas and keeps me in my base for a time. Once I fight it off, I see zerg trying to burrow a lurker or 2 behind cliff, hitting my scvs mining at the natural. If Zerg has delayed my tanks with siege or science vessel tech with his muta harass, I am in a very uncomfortable position.
However, with flare I can either blind his OL which is out of range of my rines (lurkers lose sight and can't hit my workers), or I can Scan once and then blind his lurk(s): *FLARE has 9 Range!*
1) end harassment at the cost of 75 or 150 mana. Potentially saving tons of minerals from lost mining time where I'd either have to A)wait for tank with siege,or B) wait for vessel with irradiate, or C)move mnm to behind my natural, delaying my ability to pressure and opening myself to a counter.

Another time i can think where blind might be helpful is in late game. Imagine a ZvT on HBR. Late game I'm patrolling the map with a rogue control group of mnm trying to take out zerg expansions. I see 2/3 lurks burrowed on a ridge that would be difficult to engage with my group. I blind 2/3 lurks and can then outrange them*(if they really do get range halved when blind). I can think take out the lurks and take out the zergs expansion.

These are just a few instances where I thought it could be used.


I have actually never thought of blinding lurks up a ramp to take out zerg's third, nice!


ok that's hot as fuck. imma try that, instead of waiting for tank get flare and blind lurkers to take out third. holy shit.


Actually, the zerg player can counter this just by putting one zergling on the lurker, the lurker's range is shorten because of the fog of war, if anything is there to increase the fog of war, then the lurker's range will be normal again. so its still pointless


True, but I think it would work at least the first time... there's not many zergs that put a ling with their lurkers expecting you to blind them

Zerglings typically accompany lurkers in ZvT... unless lurkers are being used to hold a choke, they are almost always accompanied by zerglings and mutalisks. That and lurkers are rarely alone so you'd need to blind a lot of them. It seems more practical to me to just kill them with Irradiate or siege tanks or even a simple marine spread.
#1 KawaiiRice fan :D
Turbovolver
Profile Blog Joined January 2009
Australia2394 Posts
November 24 2009 20:57 GMT
#88
On November 25 2009 04:28 Kyo Yuy wrote:Zerglings typically accompany lurkers in ZvT... unless lurkers are being used to hold a choke,

You... you mean a choke like the ramp going to their 3rd, which is what people are talking about?!
The original Bogus fan.
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
November 24 2009 22:39 GMT
#89
On November 25 2009 02:53 meeple wrote:
Show nested quote +
On November 24 2009 21:28 MuffinDude wrote:
On November 24 2009 19:51 LeoTheLion wrote:
On November 24 2009 18:16 FortuneSyn wrote:
On November 24 2009 18:07 zerglingsfolife wrote:
First off let me say I'm a D player so you can disregard my post if you like.

I can see a few useful units for flare.

imagine I spawn at 5 o clock on destination. i fast expo and start adding rax/researching stim+range then flare. Zerg 2 or 3 hatch mutas and keeps me in my base for a time. Once I fight it off, I see zerg trying to burrow a lurker or 2 behind cliff, hitting my scvs mining at the natural. If Zerg has delayed my tanks with siege or science vessel tech with his muta harass, I am in a very uncomfortable position.
However, with flare I can either blind his OL which is out of range of my rines (lurkers lose sight and can't hit my workers), or I can Scan once and then blind his lurk(s): *FLARE has 9 Range!*
1) end harassment at the cost of 75 or 150 mana. Potentially saving tons of minerals from lost mining time where I'd either have to A)wait for tank with siege,or B) wait for vessel with irradiate, or C)move mnm to behind my natural, delaying my ability to pressure and opening myself to a counter.

Another time i can think where blind might be helpful is in late game. Imagine a ZvT on HBR. Late game I'm patrolling the map with a rogue control group of mnm trying to take out zerg expansions. I see 2/3 lurks burrowed on a ridge that would be difficult to engage with my group. I blind 2/3 lurks and can then outrange them*(if they really do get range halved when blind). I can think take out the lurks and take out the zergs expansion.

These are just a few instances where I thought it could be used.


I have actually never thought of blinding lurks up a ramp to take out zerg's third, nice!


ok that's hot as fuck. imma try that, instead of waiting for tank get flare and blind lurkers to take out third. holy shit.


Actually, the zerg player can counter this just by putting one zergling on the lurker, the lurker's range is shorten because of the fog of war, if anything is there to increase the fog of war, then the lurker's range will be normal again. so its still pointless


True, but I think it would work at least the first time... there's not many zergs that put a ling with their lurkers expecting you to blind them

Might work once, but you're still going to get heavy casualty if they put 2 lurkers up a ramp like they normally do.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
LeoTheLion
Profile Blog Joined July 2006
China958 Posts
Last Edited: 2009-11-25 00:06:34
November 25 2009 00:05 GMT
#90
No dude you just walk right past them.

Another use is when you play some zerg who goes slow drop or something just blind the lurkers if your mm micro sucks. Lol!
Communism is not love. Communism is a hammer which we use to crush the enemy. -Chairman Mao
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
November 25 2009 00:18 GMT
#91
On November 25 2009 09:05 LeoTheLion wrote:
No dude you just walk right past them.

Another use is when you play some zerg who goes slow drop or something just blind the lurkers if your mm micro sucks. Lol!

yea sure, just walk right past lurker shooting spines down the ramp, you'll probably end up with dead rines.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
Aurious
Profile Blog Joined April 2006
Canada1772 Posts
November 25 2009 00:22 GMT
#92
On November 25 2009 09:05 LeoTheLion wrote:
No dude you just walk right past them.

Another use is when you play some zerg who goes slow drop or something just blind the lurkers if your mm micro sucks. Lol!

They still get a small vision left they aren't completely blind
zerglingsfolife
Profile Blog Joined August 2009
United States1694 Posts
November 25 2009 01:03 GMT
#93
If you guys get a chance to test any of these ideas, please posts reps and tell about their success. I'm gonna try my next tvz to incorporate some of these ideas, especially since d level zerg often open lurker.
Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crown and win no glory. I shall live and die at my post. I am the sword in the darkness.
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
November 25 2009 02:05 GMT
#94
On November 25 2009 10:03 zerglingsfolife wrote:
If you guys get a chance to test any of these ideas, please posts reps and tell about their success. I'm gonna try my next tvz to incorporate some of these ideas, especially since d level zerg often open lurker.


I tested against comps where I was p, I mc a drone and a scv, (using cheats of course) and made lurkers and blinded them. I positioned them right on top and the comp's marine tried to walk up but once they got into my lurker's range of sight, they melted because they were all lined up single filed up the ramp and the spine shot all the way down the ramp. It won't work, and I also put a zergling on top of the lurker and the lurker was shooting spines just fine.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
feuxfollets
Profile Joined May 2009
United States61 Posts
November 25 2009 04:05 GMT
#95
On November 25 2009 09:22 Aurious wrote:
Show nested quote +
On November 25 2009 09:05 LeoTheLion wrote:
No dude you just walk right past them.

Another use is when you play some zerg who goes slow drop or something just blind the lurkers if your mm micro sucks. Lol!

They still get a small vision left they aren't completely blind


That. If the lurkers are burrowed on top of the ramp, they will still see whatever unit walks right over them when you move your rines up the ramp. Then they shoot spines at the ramp and now all your shit on the ramp is dead. You don't need sight for lurker splash.
Confuse
Profile Joined October 2009
2238 Posts
November 25 2009 04:51 GMT
#96
How about for nuking zerg? Usually when a nuke is detected, the zerg, if they spot the dot, will only bring one or two overlords over. So a dropship with 5-6 medics and 1 ghost, if your blind micro is decent then you can definitely stall for long enough for the nuke to fall ; )

One thing that always bugs me is that I never see nukes used against zerg, which I thought was the whole point of blind anyway...
If we fear what we do not understand, then why is ignorance bliss?
ArvickHero
Profile Blog Joined October 2007
10387 Posts
November 25 2009 05:11 GMT
#97
On November 25 2009 13:05 feuxfollets wrote:
Show nested quote +
On November 25 2009 09:22 Aurious wrote:
On November 25 2009 09:05 LeoTheLion wrote:
No dude you just walk right past them.

Another use is when you play some zerg who goes slow drop or something just blind the lurkers if your mm micro sucks. Lol!

They still get a small vision left they aren't completely blind


That. If the lurkers are burrowed on top of the ramp, they will still see whatever unit walks right over them when you move your rines up the ramp. Then they shoot spines at the ramp and now all your shit on the ramp is dead. You don't need sight for lurker splash.

So after you flare the lurkers, you can spread your marines and shoot up the ramp. The marines get luxury of attacking first which makes breaking the third and getting a ginormous advantage much easier. Plus, some zergs don't burrow the lurkers right at the ramp, which makes running up the ramp after a flare a possibility.

I expect to see this pimp move happen soon, more likely in a foreigner match *coughTSLcough*
Writerptrk
rredtooth
Profile Blog Joined December 2008
5459 Posts
November 25 2009 05:12 GMT
#98
On November 25 2009 13:51 Confuse wrote:
How about for nuking zerg? Usually when a nuke is detected, the zerg, if they spot the dot, will only bring one or two overlords over. So a dropship with 5-6 medics and 1 ghost, if your blind micro is decent then you can definitely stall for long enough for the nuke to fall ; )

One thing that always bugs me is that I never see nukes used against zerg, which I thought was the whole point of blind anyway...
... are you saying this is a viable strategy? what happens when they run away their drones and you don't kill anything but the extractor?

people it's not a question of whether its "theoretically possible". it's a question of viability and this idea absolutely fails on so many fronts. upmagic's flare+mine strategy is a great example of how too much novelty doesn't do you any good.
[formerly sponsored by the artist formerly known as Gene]
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
Last Edited: 2009-11-25 06:45:55
November 25 2009 06:45 GMT
#99
On November 25 2009 14:11 ArvickHero wrote:
Show nested quote +
On November 25 2009 13:05 feuxfollets wrote:
On November 25 2009 09:22 Aurious wrote:
On November 25 2009 09:05 LeoTheLion wrote:
No dude you just walk right past them.

Another use is when you play some zerg who goes slow drop or something just blind the lurkers if your mm micro sucks. Lol!

They still get a small vision left they aren't completely blind


That. If the lurkers are burrowed on top of the ramp, they will still see whatever unit walks right over them when you move your rines up the ramp. Then they shoot spines at the ramp and now all your shit on the ramp is dead. You don't need sight for lurker splash.

So after you flare the lurkers, you can spread your marines and shoot up the ramp. The marines get luxury of attacking first which makes breaking the third and getting a ginormous advantage much easier. Plus, some zergs don't burrow the lurkers right at the ramp, which makes running up the ramp after a flare a possibility.

I expect to see this pimp move happen soon, more likely in a foreigner match *coughTSLcough*

Even if you did get the first shot, it's not like the lurkers are going to miss because they're blind. They still shoot in a straight line. When you attack a blinded unit it gives you vision of the unit attacking it and the lurkers fire down the ramp, still killing marines.

Just take a tank and scan or use a sci like everyone else.
I'm on GOLD CHAIN
LeoTheLion
Profile Blog Joined July 2006
China958 Posts
November 25 2009 06:50 GMT
#100
On November 25 2009 11:05 MuffinDude wrote:
Show nested quote +
On November 25 2009 10:03 zerglingsfolife wrote:
If you guys get a chance to test any of these ideas, please posts reps and tell about their success. I'm gonna try my next tvz to incorporate some of these ideas, especially since d level zerg often open lurker.


I tested against comps where I was p, I mc a drone and a scv, (using cheats of course) and made lurkers and blinded them. I positioned them right on top and the comp's marine tried to walk up but once they got into my lurker's range of sight, they melted because they were all lined up single filed up the ramp and the spine shot all the way down the ramp. It won't work, and I also put a zergling on top of the lurker and the lurker was shooting spines just fine.


people usually put the lurkers a little above the ramp so there's a little space you can squeeze through.

if not, you can run a fire bat to the back and draw fire, and then kill the lurkers with your marines
Communism is not love. Communism is a hammer which we use to crush the enemy. -Chairman Mao
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
November 25 2009 09:39 GMT
#101
On November 25 2009 15:50 LeoTheLion wrote:
Show nested quote +
On November 25 2009 11:05 MuffinDude wrote:
On November 25 2009 10:03 zerglingsfolife wrote:
If you guys get a chance to test any of these ideas, please posts reps and tell about their success. I'm gonna try my next tvz to incorporate some of these ideas, especially since d level zerg often open lurker.


I tested against comps where I was p, I mc a drone and a scv, (using cheats of course) and made lurkers and blinded them. I positioned them right on top and the comp's marine tried to walk up but once they got into my lurker's range of sight, they melted because they were all lined up single filed up the ramp and the spine shot all the way down the ramp. It won't work, and I also put a zergling on top of the lurker and the lurker was shooting spines just fine.


people usually put the lurkers a little above the ramp so there's a little space you can squeeze through.

if not, you can run a fire bat to the back and draw fire, and then kill the lurkers with your marines

What happens if they target?
I'm on GOLD CHAIN
cttwalla
Profile Joined June 2009
Canada15 Posts
November 25 2009 10:50 GMT
#102
On November 24 2009 07:17 ZERG_RUSSIAN wrote:
When was the last time you saw a ghost in ZvT?


Today i saw Boxer vs Yellow and there were ghosts lol...
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
Last Edited: 2009-11-25 11:48:35
November 25 2009 11:47 GMT
#103
On November 25 2009 15:50 LeoTheLion wrote:
Show nested quote +
On November 25 2009 11:05 MuffinDude wrote:
On November 25 2009 10:03 zerglingsfolife wrote:
If you guys get a chance to test any of these ideas, please posts reps and tell about their success. I'm gonna try my next tvz to incorporate some of these ideas, especially since d level zerg often open lurker.


I tested against comps where I was p, I mc a drone and a scv, (using cheats of course) and made lurkers and blinded them. I positioned them right on top and the comp's marine tried to walk up but once they got into my lurker's range of sight, they melted because they were all lined up single filed up the ramp and the spine shot all the way down the ramp. It won't work, and I also put a zergling on top of the lurker and the lurker was shooting spines just fine.


people usually put the lurkers a little above the ramp so there's a little space you can squeeze through.

if not, you can run a fire bat to the back and draw fire, and then kill the lurkers with your marines

Well, as long as the z players put it right on top of the ramp so when it shoots at marines coming up the ramp, it shoots down the ramp, it won't fucking matter.
On November 25 2009 14:11 ArvickHero wrote:
Show nested quote +
On November 25 2009 13:05 feuxfollets wrote:
On November 25 2009 09:22 Aurious wrote:
On November 25 2009 09:05 LeoTheLion wrote:
No dude you just walk right past them.

Another use is when you play some zerg who goes slow drop or something just blind the lurkers if your mm micro sucks. Lol!

They still get a small vision left they aren't completely blind


That. If the lurkers are burrowed on top of the ramp, they will still see whatever unit walks right over them when you move your rines up the ramp. Then they shoot spines at the ramp and now all your shit on the ramp is dead. You don't need sight for lurker splash.

So after you flare the lurkers, you can spread your marines and shoot up the ramp. The marines get luxury of attacking first which makes breaking the third and getting a ginormous advantage much easier. Plus, some zergs don't burrow the lurkers right at the ramp, which makes running up the ramp after a flare a possibility.

I expect to see this pimp move happen soon, more likely in a foreigner match *coughTSLcough*

Shooting lurkers up a ramp is suicide and its not like the lurkers won't see you after u start shooting.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
LeoTheLion
Profile Blog Joined July 2006
China958 Posts
November 25 2009 15:28 GMT
#104
point is some don't put it EXACTLY on top of ramp. it's a little behind. usually there are no zerling there either until later in the game.

also lurkers will only gain vision of marines attacking. when they are blind marines will get first hit.

i would def try this with a friend to see if it works
Communism is not love. Communism is a hammer which we use to crush the enemy. -Chairman Mao
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
November 25 2009 20:18 GMT
#105
On November 26 2009 00:28 LeoTheLion wrote:
point is some don't put it EXACTLY on top of ramp. it's a little behind. usually there are no zerling there either until later in the game.

also lurkers will only gain vision of marines attacking. when they are blind marines will get first hit.

i would def try this with a friend to see if it works

Good luck getting past D rank.
I'm on GOLD CHAIN
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
November 26 2009 05:43 GMT
#106
On November 26 2009 00:28 LeoTheLion wrote:
point is some don't put it EXACTLY on top of ramp. it's a little behind. usually there are no zerling there either until later in the game.

also lurkers will only gain vision of marines attacking. when they are blind marines will get first hit.

i would def try this with a friend to see if it works

a. u r playing a d- noob
b. u get first hit but u have a like 30% miss rate (30% rite?), gl killing the lurkers.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
Gnarly
Profile Blog Joined December 2006
United States151 Posts
November 26 2009 06:33 GMT
#107
--- Nuked ---
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
November 26 2009 06:37 GMT
#108
On November 26 2009 15:33 Gnarly wrote:
Wait, would you actually put your lurkers really close to a ramp, knowing tanks can obliterate them with ease? It would be better to put them further back from tank range. This could be enough space to punish a zerg who just put lurkers there. I don't know shit about TvZ, though.

Right next to a ramp and if tanks come, then you move it back. But by then you should be on hive with nydus cannal ready.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 10h 28m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 264
StarCraft: Brood War
ggaemo 293
firebathero 68
Aegong 34
Sexy 34
Dota 2
syndereN626
monkeys_forever278
League of Legends
Grubby3885
JimRising 475
Reynor103
Counter-Strike
Stewie2K587
Super Smash Bros
hungrybox553
Heroes of the Storm
Khaldor170
Other Games
tarik_tv21811
summit1g11502
gofns10628
shahzam431
ViBE23
Organizations
Other Games
gamesdonequick1100
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH180
• RyuSc2 46
• davetesta44
• tFFMrPink 19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22165
Other Games
• imaqtpie1197
Upcoming Events
Sparkling Tuna Cup
10h 28m
BSL20 Non-Korean Champi…
14h 28m
Bonyth vs TBD
WardiTV European League
16h 28m
ByuN vs ShoWTimE
HeRoMaRinE vs MaxPax
Wardi Open
1d 11h
OSC
2 days
uThermal 2v2 Circuit
3 days
The PondCast
4 days
Replay Cast
5 days
uThermal 2v2 Circuit
5 days
RSL Revival
6 days
[ Show More ]
RSL Revival
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

BSL 20 Non-Korean Championship
FEL Cracow 2025
Underdog Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20: Qualifier #1
HCC Europe
CC Div. A S7
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
Thunderpick World Champ.
MESA Nomadic Masters Fall
CAC 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.