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Active: 660 users

er...Scout/Zeal?!

Forum Index > Brood War Strategy
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evanthebouncy
Profile Joined November 2004
China491 Posts
December 27 2004 06:00 GMT
#1
it just came to my head... it would be good vs zerg right? zerg normally mass hydra vs toss and scout/zeal is like muta/ling
tell me what u think, i pretty much expect this idea turn out to be like... say... bat vs hydra
BOINK BOINK! Recursively defined
littlechava
Profile Blog Joined March 2004
United States7218 Posts
December 27 2004 06:03 GMT
#2
no.
Entusman #12
neSix
Profile Blog Joined November 2004
United States1772 Posts
December 27 2004 06:03 GMT
#3
I don't like the idea, personally. Scouts would be sexy against those overlords and mutas, but just because Nal_rA and kingdom used scouts doesn't mean they're gosu and everyone else should use them. where is everyone getting this idea from...? These guys are pro's for a reason ~~

Anyway, I just think hydra would rape the strat... It might have better luck against something like mutaling.
Alpha
Profile Joined September 2004
France1495 Posts
December 27 2004 06:04 GMT
#4
Not at all, scouts r just too expensive, make it zealot carosairs and some storms , then it might work
The psi bolts enlighten me.
ShabZzoY!
Profile Joined July 2004
Great Britain760 Posts
December 27 2004 06:07 GMT
#5
scouts cant deal/absorb any dmg :p
i tried dt/scout once for fun and it failed miserably
Mindcrime
Profile Joined July 2004
United States6899 Posts
December 27 2004 06:08 GMT
#6
evan... shhhh
That wasn't any act of God. That was an act of pure human fuckery.
evanthebouncy
Profile Joined November 2004
China491 Posts
December 27 2004 06:09 GMT
#7
On December 27 2004 15:08 Mindcrime wrote:
evan... shhhh

curse u... u always kill my ideas like that~
BOINK BOINK! Recursively defined
evanthebouncy
Profile Joined November 2004
China491 Posts
December 27 2004 06:35 GMT
#8
k tested, not working. zeal=/=hyperdmg=ling
BOINK BOINK! Recursively defined
Veigh
Profile Joined November 2003
Netherlands300 Posts
December 27 2004 06:39 GMT
#9
two words:

hydra lurk....

no need to say more, eh?
Mirror matchups are imbalanced by definition
pheered.user
Profile Joined March 2003
United States2603 Posts
December 27 2004 06:40 GMT
#10
hahaha, when i was a big big newb i thought zeal/sair was the best pvz strategy and used it very very successfully vs my zerg friends.
Looking for Skilled players to join an Active, Involved clan. PM Me for Details.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
December 27 2004 06:55 GMT
#11
zeal sair worked succesfully for me to on a noob level.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Mmad
Profile Joined October 2004
Netherlands124 Posts
December 27 2004 06:57 GMT
#12
u whould think it works, just like scourge/ling, but practily it su=x
Alpha
Profile Joined September 2004
France1495 Posts
December 27 2004 06:59 GMT
#13
sice when do scourge/ling WORKS?
The psi bolts enlighten me.
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
December 27 2004 07:05 GMT
#14
zerg vs zerg

and it does work, if youre skilled enough to handle it...
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
Milzo
Profile Joined March 2004
France656 Posts
December 27 2004 07:41 GMT
#15
Zeal/scout might work if you play Vanilla.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
December 27 2004 08:02 GMT
#16
On December 27 2004 16:41 Milzo wrote:
Zeal/scout might work if you play Vanilla.


no
hasuwar
Profile Joined April 2003
7365 Posts
December 27 2004 08:09 GMT
#17
The only problem with this strat, is the fact that scouts move slower than mutas, they cost 3 times as much(literally), they do less damage, they shoot slower, their attacks don't bounce, and they can't be built in waves
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
evanthebouncy
Profile Joined November 2004
China491 Posts
December 27 2004 08:51 GMT
#18
On December 27 2004 15:39 Veigh wrote:
two words:

hydra lurk....

no need to say more, eh?

works for me

project failed,

scout/zeal = :r
BOINK BOINK! Recursively defined
wakiki
Profile Joined September 2004
United States65 Posts
December 27 2004 13:10 GMT
#19
1v1? No.

But the surprising thing is, this actually works on FFA.

Since Zeals are the fastest land unit, and Scouts are very very fast, you can defend all your stuff very easily, but just placing your units near the middle of all of your expansions, and moving out to defend one when its attacked. Unless you are hugely over extended, it works. It requires basically no micro, so you can just focus on macroing from 3-5 expos.

Once you get 3 control groups of Scouts, they can be deadly as harrassers, because the only air counter to scouts is Valkyries. (Thirty-six Scouts can beat any air force. And if they, for some bizarre reason, are losing, they can outrun any other air unit.) Scouts are far more manueverable than any ground unit(i.e. they can out run Goliaths, etc.). And Zeals provide the backup for other stuff. Scouts and Zeals aren't incredibly powerful - they probably couln't take on a well-rounded Terran force of Tanks, Turrets, and Goliaths - but they are a decent combination, and they require very little micro (you just use attack move with Zeals, and move / attack move with Scouts).

Ah, but let me re-iterate:

1v1? No.
Give me immortality, or give me death!
gg_hertzz
Profile Blog Joined January 2004
2152 Posts
December 27 2004 13:13 GMT
#20
On December 27 2004 15:40 pheered.user wrote:
hahaha, when i was a big big newb i thought zeal/sair was the best pvz strategy and used it very very successfully vs my zerg friends.


What do you mean 'when you were a newb'?

Ack1027
Profile Blog Joined January 2004
United States7873 Posts
December 27 2004 13:19 GMT
#21
On December 27 2004 22:10 wakiki wrote:
1v1? No.

But the surprising thing is, this actually works on FFA.

Since Zeals are the fastest land unit, and Scouts are very very fast, you can defend all your stuff very easily, but just placing your units near the middle of all of your expansions, and moving out to defend one when its attacked. Unless you are hugely over extended, it works. It requires basically no micro, so you can just focus on macroing from 3-5 expos.

Once you get 3 control groups of Scouts, they can be deadly as harrassers, because the only air counter to scouts is Valkyries. (Thirty-six Scouts can beat any air force. And if they, for some bizarre reason, are losing, they can outrun any other air unit.) Scouts are far more manueverable than any ground unit(i.e. they can out run Goliaths, etc.). And Zeals provide the backup for other stuff. Scouts and Zeals aren't incredibly powerful - they probably couln't take on a well-rounded Terran force of Tanks, Turrets, and Goliaths - but they are a decent combination, and they require very little micro (you just use attack move with Zeals, and move / attack move with Scouts).

Ah, but let me re-iterate:

1v1? No.


Since Zeals are the fastest land unit,

That made your whole post worthless.
SoLaR[i.C]
Profile Blog Joined August 2003
United States2969 Posts
December 27 2004 13:22 GMT
#22
On December 27 2004 22:10 wakiki wrote:
1v1? No.

But the surprising thing is, this actually works on FFA.

Since Zeals are the fastest land unit, and Scouts are very very fast, you can defend all your stuff very easily, but just placing your units near the middle of all of your expansions, and moving out to defend one when its attacked. Unless you are hugely over extended, it works. It requires basically no micro, so you can just focus on macroing from 3-5 expos.

Once you get 3 control groups of Scouts, they can be deadly as harrassers, because the only air counter to scouts is Valkyries. (Thirty-six Scouts can beat any air force. And if they, for some bizarre reason, are losing, they can outrun any other air unit.) Scouts are far more manueverable than any ground unit(i.e. they can out run Goliaths, etc.). And Zeals provide the backup for other stuff. Scouts and Zeals aren't incredibly powerful - they probably couln't take on a well-rounded Terran force of Tanks, Turrets, and Goliaths - but they are a decent combination, and they require very little micro (you just use attack move with Zeals, and move / attack move with Scouts).

Ah, but let me re-iterate:

1v1? No.
HuH?! Zealots are slow and so are scouts, both suck at speed. Vulture, Ling, Stimmed Marine > Zealot.
pheered.user
Profile Joined March 2003
United States2603 Posts
December 27 2004 13:27 GMT
#23
On December 27 2004 22:13 gg_hertzz wrote:
Show nested quote +
On December 27 2004 15:40 pheered.user wrote:
hahaha, when i was a big big newb i thought zeal/sair was the best pvz strategy and used it very very successfully vs my zerg friends.


What do you mean 'when you were a newb'?



still am a newb, but when i was a 'big big newb' learn to read what I write, newb.
Looking for Skilled players to join an Active, Involved clan. PM Me for Details.
pheered.user
Profile Joined March 2003
United States2603 Posts
December 27 2004 13:28 GMT
#24
actually scout/sair is the best ffa combo in my opinion.
Looking for Skilled players to join an Active, Involved clan. PM Me for Details.
Chris307
Profile Joined June 2004
3095 Posts
December 27 2004 13:53 GMT
#25
Muta/Ling only works against Hydra because both mutalisks and zerglings are small units and take minimal damage from the hydralisk's explosive damage type

Zeal/Scout won't work against Hydra because Scouts take 100% damage from Hydralisks at all times and Zealots are 37.5% protoss shielding which always takes full damage from all damage types

Let alone the fact that Scouts suck complete fucking shit and aren't even CLOSE to being cost-effective... even speed upgraded scouts aren't fast like Mutalisks are. Even speed upgraded zealots aren't fast like zerglings are, they're also larger than zerglings so a mass of zealots gets less hits in than a mass of lings, on top of the fact that overall costeffectiveness of 1 ling vs 1 zealot already heavily favors the zergling

Blizzforums.com please
PUSH DICE CUP BACK AND I SHOOT CRAP
gg_hertzz
Profile Blog Joined January 2004
2152 Posts
December 27 2004 14:09 GMT
#26
Holy crap Chris, when you're not talkin' out of your ass you're quite the strategist.
wakiki
Profile Joined September 2004
United States65 Posts
Last Edited: 2004-12-27 14:35:43
December 27 2004 14:27 GMT
#27
Okay okay, your right, I had a brain fart.

But Zeals are very fast. My point wasn't that you could outrun Vultures, or Stimmed Marines, or Speedlings. My point was that if someone is attacking an expansion, they can get there in a pinch with Zeals and Scouts, two of the most maneuverable units in the game. Zeals actually feel pretty fast because their A.I. is fairly good(I suppose it's because they are fairly small). So I don't think my whole post was worthless But to each his own.
Give me immortality, or give me death!
iD.Surv
Profile Joined April 2004
Belgium827 Posts
December 27 2004 15:56 GMT
#28
Scouts are good on maps were toss have lots of good haras options to kill lords AND drones. Also a scout kills overlords faster and dies slower than sair.
J1
Profile Joined December 2004
Canada579 Posts
Last Edited: 2004-12-27 16:46:09
December 27 2004 15:58 GMT
#29
scout are so under used.
EDIT: damn that make me sound like a noob.
Playing games in the ways of the DIAO...
Milzo
Profile Joined March 2004
France656 Posts
December 27 2004 17:56 GMT
#30
On December 27 2004 17:02 travis wrote:
Show nested quote +
On December 27 2004 16:41 Milzo wrote:
Zeal/scout might work if you play Vanilla.


no

Wasn't this used with an old patch then? I remember something like that.
Misca
Profile Joined September 2002
Netherlands605 Posts
December 27 2004 18:13 GMT
#31
On December 27 2004 22:19 Ack1027 wrote:
Since Zeals are the fastest land unit,

That made your whole post worthless.


Zeals with speed upgrade are almost as fast as vultures, they are fast.
Mmad
Profile Joined October 2004
Netherlands124 Posts
December 27 2004 18:19 GMT
#32
On December 27 2004 15:59 Alpha wrote:
sice when do scourge/ling WORKS?


pls... read... you dumb fuck :r
[G]Max_Power
Profile Joined January 2003
Slovakia304 Posts
December 27 2004 18:53 GMT
#33
without templar or reaver you are not able to handle MASS
1 beer plz
Chris307
Profile Joined June 2004
3095 Posts
December 27 2004 19:23 GMT
#34
On December 28 2004 02:56 Milzo wrote:
Show nested quote +
On December 27 2004 17:02 travis wrote:
On December 27 2004 16:41 Milzo wrote:
Zeal/scout might work if you play Vanilla.


no

Wasn't this used with an old patch then? I remember something like that.


It was used by Agent911 when facing Zileas in game 1 of the Brood War Beta Tournament Finals, and he got seriously crushed.

That's the only time I've ever seen Zeal/Scout used in an important game...
PUSH DICE CUP BACK AND I SHOOT CRAP
yeehaw
Profile Joined October 2004
San Marino888 Posts
December 27 2004 20:15 GMT
#35
This whole thread stinks of ppl who are stuck in vanilla without the sairs.
G_G
Casper...
Profile Joined October 2002
Liberia4948 Posts
December 27 2004 20:53 GMT
#36
scouts are great units ok
get speed upgrade and use them like scalpels ok
fuck
JAM THE FUCKER!
Casper...
Profile Joined October 2002
Liberia4948 Posts
December 27 2004 20:54 GMT
#37
you know how great it feels to run in kill his greater spire in 5 seconds and run out?
JAM THE FUCKER!
Jim
Profile Joined November 2003
Sweden1965 Posts
December 28 2004 00:04 GMT
#38
Actually in ffa scouts and photon cannons is a viable strat.
To sup with the mighty ones, one must climb the path of daggers.
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
December 28 2004 00:17 GMT
#39
On December 28 2004 03:13 Misca wrote:
Show nested quote +
On December 27 2004 22:19 Ack1027 wrote:
Since Zeals are the fastest land unit,

That made your whole post worthless.


Zeals with speed upgrade are almost as fast as vultures, they are fast.


almost as fast as vultures

This made your whole post worthless.
Liquid`Drone
Profile Joined September 2002
Norway28670 Posts
December 28 2004 00:31 GMT
#40
speed zealots are fast
slower than speedy vults and lings yes, but they're quite fast nonetheless.

mass scout in ffa is *very* good. like, templar/cannon defense in every expansion and running around with 36 3/3/3 speedy scouts
killing that force is insanely hard.
also whoever said scouts aren't fast like mutas, speed scouts are as fast as mutas.

they're just faaaaaaar to expensive to be viable in 1v1

Moderator
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
December 28 2004 00:50 GMT
#41
On December 27 2004 23:27 wakiki wrote:
Okay okay, your right, I had a brain fart.

But Zeals are very fast. My point wasn't that you could outrun Vultures, or Stimmed Marines, or Speedlings. My point was that if someone is attacking an expansion, they can get there in a pinch with Zeals and Scouts, two of the most maneuverable units in the game. Zeals actually feel pretty fast because their A.I. is fairly good(I suppose it's because they are fairly small). So I don't think my whole post was worthless But to each his own.


Speed on air:
Scouts (upg) == Corsairs == Muta == Wraiths == Valks.
- Valkyries have slightly worse acceleration than everyone else.
- Scout w/o upgrade is around 30% slower.
- Build times : Corsair < Valk < Wraith << Scout, don't remember muta's.

Speed on land:
Vulture > Zergling > Zealot > (slightly) Hydralisk
- Vulture is approx 2 times faster than zealot.
- Zergling is about 30% faster.
- Ultalisk is nearly or exactly same speed as zergling, hence faster than zealot.

How can scouts-zelas be one of the most maneuverable, if they aren't?
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
December 28 2004 01:16 GMT
#42
They are.

Scouts are up there with the fastest air units, hence they are one of the most maneuverable units.

Zealots are only really beaten by vultures. Zerglings are also more maneuverable but you need more lings to pack the same punch so they are about tied. Ultralisks tends to lumber around in places they shouldn't be to much because of their size so they aren't really faster than zealots either.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Alpha
Profile Joined September 2004
France1495 Posts
December 28 2004 01:22 GMT
#43
On December 28 2004 09:31 Liquid`Drone wrote:
speed zealots are fast
slower than speedy vults and lings yes, but they're quite fast nonetheless.

mass scout in ffa is *very* good. like, templar/cannon defense in every expansion and running around with 36 3/3/3 speedy scouts
killing that force is insanely hard.
also whoever said scouts aren't fast like mutas, speed scouts are as fast as mutas.

they're just faaaaaaar to expensive to be viable in 1v1



when u mean faaaaar to expensive u mean faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaar to expensive, i think even in FFA, getting scout its like ... odd, i mean thin 2 scourge can kill ur scout and it cost u like 6 scourges...
The psi bolts enlighten me.
ShabZzoY!
Profile Joined July 2004
Great Britain760 Posts
December 28 2004 01:25 GMT
#44
actually you need 3 scourge
OneOther
Profile Blog Joined August 2004
United States10774 Posts
December 28 2004 02:00 GMT
#45
Umm..when you have like 30 carriers chiling in your main base you can try scout/zealot..
so damn expensive, tech to stargate ccitadel upgrade scout shit..-_-

Impossible on 1v1.
naventus
Profile Blog Joined February 2004
United States1337 Posts
December 28 2004 02:24 GMT
#46
But in a FFA, couldn't you just punish scout in the same way you are defending? Mass cannon and templar? Two storms = almost dead scout and scouts stack...
hmm.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
December 28 2004 03:31 GMT
#47
No. Scouts have to much HP so you can run them out of there before storms can really hurt them. Fully graded scouts and a lot of shield batteries are actually pretty good in FFA.
waaaaaaaaaaaooooow - Felicia, SPF2:T
wakiki
Profile Joined September 2004
United States65 Posts
December 28 2004 03:35 GMT
#48
On December 28 2004 09:50 Random() wrote:

Speed on air:
Scouts (upg) == Corsairs == Muta == Wraiths == Valks.
- Valkyries have slightly worse acceleration than everyone else.

Speed on land:
Vulture > Zergling > Zealot > (slightly) Hydralisk

How can scouts-zelas be one of the most maneuverable, if they aren't?


You are missing something. Guess what you are missing? 36 Scouts will absolutely rip apart any air unit, except for Valks, which they can outrun. They beat Corsairs, Mutas, and Wraiths like there is no tomorrow. I've faced huge Dev + Muta armies with scouts, and never even lost a Scout(since Scouts don't do splash damage, the Dev's spores don't affect them nearly as much as Corsairs).

And also, they are among the fastest air units in the game. Don't say Scouts areb't manueverable, you sound like an idiot

Of course, you should have 2 or more Observers for every control group of Scouts, and you can afford it, because Scout + Zeal leaves you with alot of extra gas. Believe me, while they are popping a few Observers, Wraiths will be dropping left and right. If they successfully kill all six-8 of your Observers, then they will have lost ~10-15 Wraiths, and then you can just run. I don't know the actual unit statistics, but to me it feels like Wraiths and Scouts have the same speed, but that Wraiths have slower acceleration. Even if Wraiths can catch up to them, they will only get off stray hits, and have to re-accelerate every time.

Furthermore, Valks don't rip apart, or even properly counter, Scouts. They only barely counter them, in large numbers, with full upgrades. The problem is Scouts have fairly high armor, which really hurts Valks effectiveness. I have encountered groups of 12-24 Valks with my Scouts and simply attack moved into them, and killed them, but they did take off my shields.

Scouts also rip apart Carriers and Battlecruisers. Furthermore, they can't run, so basically they just have to sit and fight your 36 Scouts, and lose all of their army(while killing maybe 3-4 Scouts). Scouts are designed to counter capital ships.

So, in conclusion? Scouts > Air

Another thing that is key is that Scouts approach a "critical mass" around 3 control groups or so, meaning that they can beat most ground units, except for Goliaths, which they can simply retreat over cliffs from. The reason is because air units stack. Let's say that you have 36 Scouts vs like 50 Marines. Since the Marines are land units, they will block each other's path, so only ~12 will be attacking at one time. But all 36 of the Scouts will be attacking at once. This applies to most land units, except, as I mentioned earlier, Goliaths, which are slow and clunky.

So, once Scouts get to this "critcal mass," then that means that they can A) kill any air threats, B) kill many ground threats, and C) run from any ground units that threaten to harm them.

And then we get to Zeals. When upgraded, Zeals are very fast. If you say "but Zeals suck cause without the upgrade they are slow" then I will say "Carriers are worthless because you have to research the +4 upgrade" or "Tanks really aren't worth getting because of that Seige research that you need to get." Sheesh. Don't say that Zealots are slow units, please -.- they aren't.

Now then, let's say you are facing a balanced Terran force(in FFA) consisting of Turrets, Tanks, Vultures with Mines, and Goliaths. Will you win? Perhaps not, but keep in mind that these units take much more management than Scouts and Zeals. That's one of their advantages. Micro / Macro are a resource too.

The reason why I use them in FFA is because I have difficulty spending money from 4-5 mining bases, so I use easy-micro units.
Give me immortality, or give me death!
evanthebouncy
Profile Joined November 2004
China491 Posts
Last Edited: 2004-12-28 04:28:06
December 28 2004 04:26 GMT
#49
Sair>Scout cost wise.. k thx
36 sair vs 36 scout = sair won, got more question?
beside, air stack means they are weak against: storm/archon/devour/corsair/plague/ even Dswarmed hydras will beat scouts...
scout=underdog.

BOINK BOINK! Recursively defined
littlechava
Profile Blog Joined March 2004
United States7218 Posts
December 28 2004 04:30 GMT
#50
hydras would beat scouts without dswarm.............................................................................
Entusman #12
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
Last Edited: 2004-12-28 04:50:41
December 28 2004 04:48 GMT
#51
On December 28 2004 12:35 wakiki wrote:
Show nested quote +
On December 28 2004 09:50 Random() wrote:

Speed on air:
Scouts (upg) == Corsairs == Muta == Wraiths == Valks.
- Valkyries have slightly worse acceleration than everyone else.

Speed on land:
Vulture > Zergling > Zealot > (slightly) Hydralisk

How can scouts-zelas be one of the most maneuverable, if they aren't?


You are missing something. Guess what you are missing? 36 Scouts will absolutely rip apart any air unit, except for Valks, which they can outrun. They beat Corsairs, Mutas, and Wraiths like there is no tomorrow. I've faced huge Dev + Muta armies with scouts, and never even lost a Scout(since Scouts don't do splash damage, the Dev's spores don't affect them nearly as much as Corsairs).


Read Evan's post. 36 fully up'd sairs vs 36 fully up'd scouts and sairs will win. By the way, it seems like from reading your post, you play fastest map ever. But I could be wrong, I mean hell, people get scout forces on hunters all the time.

I don't think you know what Dev spores do.They slow down the attack. Therefore they don't take away any splash effects, rather just slow down the rate of fire. Scouts don't do splash damage, okay agreed, but sairs still do splash even with 9 spores. And it's a pure lie that you don't lose ' a single scout ' when facing ' huge muta+dev ' armies.

And also, they are among the fastest air units in the game. Don't say Scouts areb't manueverable, you sound like an idiot

Okay. You're right. Right now, you vs me PvZ, I go all muta only and you go Scout only with upgrade since you need speed to be ' manuverable ' Hmmm, man you're gonna rape me.


Of course, you should have 2 or more Observers for every control group of Scouts, and you can afford it, because Scout + Zeal leaves you with alot of extra gas. Believe me, while they are popping a few Observers, Wraiths will be dropping left and right. If they successfully kill all six-8 of your Observers, then they will have lost ~10-15 Wraiths, and then you can just run. I don't know the actual unit statistics, but to me it feels like Wraiths and Scouts have the same speed, but that Wraiths have slower acceleration. Even if Wraiths can catch up to them, they will only get off stray hits, and have to re-accelerate every time.


Because you can afford it? It leaves you with alot of extra gas? Ummm, Scouts cost 125 gas buddy. Oh and Stargates? Cost 150 gas each. Don't bullshit me and say you're going to have only one stargate. Oh, and that Fleet beacon, yeah that's another 200 gas. And guess what, the upgrade costs another 200 gas. Hmm observers cost 75 gas. Where in your calculations do these 6-8 obs come from. Hmmm late game when you've already won?

Furthermore, Valks don't rip apart, or even properly counter, Scouts. They only barely counter them, in large numbers, with full upgrades. The problem is Scouts have fairly high armor, which really hurts Valks effectiveness. I have encountered groups of 12-24 Valks with my Scouts and simply attack moved into them, and killed them, but they did take off my shields.


This whole time we've been talking about Scouts fully upgraded but when you vs them against things you don't give them the same circumstances? Mmmmmmkay. Notice Valks have the same type of armor. So if anything the ' effectiveness ' is cancelled out.

Only time you encounter 12-24 Valks with scouts is yet again, money maps.

Scouts also rip apart Carriers and Battlecruisers. Furthermore, they can't run, so basically they just have to sit and fight your 36 Scouts, and lose all of their army(while killing maybe 3-4 Scouts). Scouts are designed to counter capital ships.


What is with you and the number 36. If you have 36 upgraded scouts and they have capital ships, don't you think one of you clearly already won? And it's not like they could lockdown/stasis you, cuz you have invinceble scouts omfg.

So, in conclusion? Scouts > Air


In conclusion. You just made an asshat out of yourself.

Another thing that is key is that Scouts approach a "critical mass" around 3 control groups or so, meaning that they can beat most ground units, except for Goliaths, which they can simply retreat over cliffs from. The reason is because air units stack. Let's say that you have 36 Scouts vs like 50 Marines. Since the Marines are land units, they will block each other's path, so only ~12 will be attacking at one time. But all 36 of the Scouts will be attacking at once. This applies to most land units, except, as I mentioned earlier, Goliaths, which are slow and clunky.


Okay EXCEPT goliaths. 3 control groups or so, that's what....hm.....THIRTY-SIX OMFGWTFBBQGRASS. Okay 36 scouts vs....oh so many options. 1 Arbiter and 40 goons. Defiler swarm hydra. Queen ensnare scourge. The list goes on buddy. And don't even say none of those are reasonable. If you have 3 control groups of scouts, than any unit in the game with all upgrades can be had.

So, once Scouts get to this "critcal mass," then that means that they can A) kill any air threats, B) kill many ground threats, and C) run from any ground units that threaten to harm them.


Your simple newbie mind is only thinking of unit vs unit, not scouts vs any combo of units which is very possible to be against.

And then we get to Zeals. When upgraded, Zeals are very fast. If you say "but Zeals suck cause without the upgrade they are slow" then I will say "Carriers are worthless because you have to research the +4 upgrade" or "Tanks really aren't worth getting because of that Seige research that you need to get." Sheesh. Don't say that Zealots are slow units, please -.- they aren't.


Give me a big enough area and I will kill an infinite number of zealots with one speed/mine upgraded vulture 1v1. They are slow compared to vults. PvT zeal vs vult you will die.

Lings? You get 4 for every zeal. They can run away for reinforcements, burrow and ambush and not to mention spawn faster than zealots.


You say zealots are fast, I will say yeah, they are fast, but having zeal/scout will get raped by storm/dragoon, scourge/muta/cracks, vult/wraith [ because no, you won't have 6-8 obs ]

Now then, let's say you are facing a balanced Terran force(in FFA) consisting of Turrets, Tanks, Vultures with Mines, and Goliaths. Will you win? Perhaps not, but keep in mind that these units take much more management than Scouts and Zeals. That's one of their advantages. Micro / Macro are a resource too.


There you go.

The reason why I use them in FFA is because I have difficulty spending money from 4-5 mining bases, so I use easy-micro units.


Hmmm what kinda FFA's are you playing.
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
December 28 2004 05:07 GMT
#52
wakiki,

Valkyries don't kill scouts for the same reason they don't kill anything properly - it's an idiotic limit on number of their rockets that can be in the air simultaneously, that is only 10 valks can fire together. Corsairs kill scouts in numbers 12+. And ANY air will die to "HUGE muta/dev" army.
wakiki
Profile Joined September 2004
United States65 Posts
December 28 2004 06:31 GMT
#53
I don't play money maps (why would I expand 4 times on a money map?) but maps like Flooded Plains(6 player) and other maps that I've made. My point about Scouts vs. Hydras (and other ground) is:

A) Scouts often are able to win battles vs. ground because they can stack while ground can't.

or

B) If you encounter a HUGE mass of units, then don't fight them. You simply run away, and harrass his peon lines.

I did this to a Zerg player on Flooded Plains (go look at it if you don't know what it looks like). I would simply run in and kill Drones. He would move his Hydra army to defend (it was too large for me to fight) so then I ran back over the water and harrassed another expansion. He moved his Hydra army to defend, and so I went back to the expansion I was harrassing earlier, and finished off the remainder of his Drones. He had three or so Spore Colonies up but since the Hydras were at his other expansion, they fell quickly. He tried attacking me a few times but I had Cannons and Templar at each of my expos, and an army of Zeals. Whenever he would retreat his Hydras, I would attack them with my Scouts, until he stopped and fought them, then I woudl retreat. I might only kill four Hydras this way, but hey, every unit counts Another guy in the FFA built a huge Muta / Dev / Guardian force, which was ripped apart by the Scouts. Perhaps they weren't upgraded? I didn't see.

My point is, Scouts can be anywhere on the map in seconds, because they are so fast, and they can drive players crazy. Just use them like Mutas.

And it's not that unusual in FFA's for players to have four mining bases either. I bet that you are a much better player than I am, but that you don't play FFAs very much

Also, if a unit does splash damage, that means the enemies armor is taking effect more. So, if a Valk hits 8 targets 8 times, each with 3 armor, then the total damage saved is 192. If a Scout does 32 damage to a Valkyrie, and it has three armor, then the total damage saved is three. Here's another way to think of it: let's say that the Valks are doing 10 damage(easy, round number) and the Scouts have 2 armor. It's preventing 1/5 of the damage. Lets say that Scouts are doing 30 damage, and a valk has 2 armor. It's preventing 1/15 of the damage.

Also, I don't know this, but I thought that Dev's spores also lowered attack damage and/or armor, but this has always been vague to me. If they only change attack speed, then you are correct, it's equally as bad for Scouts as it is Corsairs.

Also, since Scouts and Zeal's both cost so many minerals, then you will have some extra gas later. You are correct in that all those upgrades and tech do cost gas, but you only have to research them once. When building Zeals / Scouts you will have a gas surplus after you've got that stuff (which is a big problem with Scouts / Zeals).
Give me immortality, or give me death!
EnDeR_
Profile Blog Joined May 2004
Spain2695 Posts
December 28 2004 07:17 GMT
#54
I didn't read all of that but i'll tell you one thing:
muta+devourer in large numbers will devastate scouts
1. Devourer slow down fire rate (increases cool down between attacks)
2. acid spores mean +1 dmg per hit for each
3. muta attack hits 3 times meaning that if a scout has 9 spores it will do an insane amount of dmg
4. Scout damage is 50% or 75% can't remember which against muta because its explosive and muta is small unit ( i am not 100% sure of this, but anyway, muta+devs own scouts)

If we are talking 36 scouts against 12 devs and 48 muta with a queen, you will get absolutely destroyed and can't even run away.

And if you think the numbers aren't that well thought out: 36 scouts = 108 and sth psi, 60 air units = 120 control. Since we are talking late game, this is perfectly possible.
estás más desubicao q un croissant en un plato de nécoras
0x64
Profile Blog Joined September 2002
Finland4556 Posts
December 28 2004 07:17 GMT
#55
The most annoying thing when you make some scout is...
Getting to play against queens.
Parasite make a scout useless.
Ensnare is also a nightmare.
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
goldrush
Profile Blog Joined June 2004
Canada709 Posts
Last Edited: 2004-12-28 07:24:33
December 28 2004 07:18 GMT
#56
wakiki, how the hell do you play pvz or pvt so taht you have the resources to take 4 expos and make 36 scouts if your opponent is pressuring you like he should? Terran will be able to run you over very quickly or raze your expos once you start neglecting zeals to make scouts (and vults will rape those zeals that you do make) and Zerg will be able to simply run you over with zerglings while you get those scouts.

Let's just assume that you get those 36 scouts, fully upgraded, without your opponent ever realizing (I dunno... Maybe he fell asleep or something) or ever attacking you with his army while you're spending 10k of minerals on scouts. He attacks you with hydras and razes your base to the ground. You can't stop it, because the mass of hydras is too big. He drops you with cracklings at 4 different places. You can't do anything about it, because your expos are dead by the time you get there. He attacks your base with goliaths and tanks. You can't defend it because missile turrets and the large number of goliaths make it almost impossible to defend. (2.5 goliaths = 1 scout cost-wise. Want to bet on 90 goliaths against 36 scouts?)
Liquid`Drone
Profile Joined September 2002
Norway28670 Posts
December 28 2004 07:29 GMT
#57
okay
as for scouts in ffas
they're hard to beat with *protoss*, and arguably terran.
a zerg with plenty of gas will not struggle. well, he'll have problems attacking, but that's mostly due to the cannon/templar combos. but if he plays properly he can easily defend. :o
Moderator
Empyrean
Profile Blog Joined September 2004
16987 Posts
December 28 2004 09:22 GMT
#58
Scouts:

Explosive 2x damage, two sets of 14.

Each missile does fourteen damage.

Each missile does seven damage to Mutalisks, for explosive attacks do 50% to small units.

Each missile is subtracted from any Mutalisk armour.

Scouts do at most, 14 damage to Mutalisks.

Mutalisk attack is nine, Devourer is 25. Acid spores +1 any damage applied to it. Mutalisk attack bounces three times. With nine acid spores, Mutalisk attack does 9(+9)+3(+9)+1(+9) =40 damage. Actually, I think the bounces only do three and one respectively, not too up to date with my theory craft. Anyway, at this rate, Mutalisks easily overpower Scouts in terms of damage. Mutalisks are also about three times cheaper, which means you can get three for the price of one. Scout has less than three times the amount of HP than a Mutalisk, so they lose in the resulting battle.

With Queens, Ensnare makes Scout movement rate and attack rate shitty slow, and Parasite negates any "surprise due to maneuverability" advantage Scouts may have.

Zerg air>Scouts badly late game.
Moderator
Alpha
Profile Joined September 2004
France1495 Posts
December 28 2004 09:38 GMT
#59
On December 28 2004 16:17 0x64 wrote:
The most annoying thing when you make some scout is...
Getting to play against queens.
Parasite make a scout useless.
Ensnare is also a nightmare.

i think the most annoying thing is that scouts are slow, if they just where faster without the uog they would be much more usefull..
The psi bolts enlighten me.
{ToT}Strafe
Profile Blog Joined October 2004
Thailand7026 Posts
December 28 2004 09:39 GMT
#60
Good thinking empyrean, yet you are a little off. Your conclusion is not correct.

You are speaking of a muta/devourer combination. A combination often owns a single unit.
Scouts are there to be used ESPECIALLY late game vs zerg air because it does 26 dmg vs devourers and with upgrades many more. As for sairs do 3 dmg and carriers 8 times 4 dmg.

Devourers are pretty hard to own with just sair/carrier, scouts are good to mix in.
wakiki
Profile Joined September 2004
United States65 Posts
Last Edited: 2004-12-28 10:16:30
December 28 2004 10:15 GMT
#61
goldrush, we are talking about FFAs now. Players don't "pressure you like they should" in FFA, because they might have other things to worry about. The concepts of 1v1 do not apply to FFA. It's okay to not read long threads, but at least say so in your post...

In the little mini-report of the FFA game that I described, perhaps the guy with the air army didn't have upgrades. I didn't check. Or perhaps it was because of the Guardians that he had - to fight other players, no doubt - which were obviously useless against my scouts, thus making his anti air army smaller? I'm not sure.

Actually, Drone, at my level of skill I have more trouble beating a balanced Terran with Zeals + Scouts. Tanks + Gols + Mines + Turrets are a beast, or even just massed Gols. I've never had problems with Zerg....perhaps they just forget to upgrade.

Also, Empyrean, I thought that Ensnare only lowered movement speed, not attack rate?

One last thing, Ack1027, I would like it if you would just discuss the strategy at hand, rather than insulting the other person repeatedly. It only makes you look rude and less intelligent, whether your reasoning is correct or not. ;(
Give me immortality, or give me death!
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
December 28 2004 11:30 GMT
#62
Usually I'd agree, however, you don't know yourself the effects of zerg spells [ as this thread has proven ensnare/spores ] therefore you should learn more before about them before posting hypothetical questions.
tree
Profile Joined October 2004
United States591 Posts
December 28 2004 11:50 GMT
#63
I'm not even going to read this. I hope this is like the zealots vs carriers joke... because if its not a joke.... you might as well give your bw cd to the needy because im sure they cna learn to play a bit better then you
1 month w/o BW = Hell
wakiki
Profile Joined September 2004
United States65 Posts
Last Edited: 2004-12-28 12:36:36
December 28 2004 12:35 GMT
#64
So Ensnare does lower attack rate? It doesn't say so at the battle.net guide, but it could be inaccurate...I didn't think that it did. Also, I did know that Devourers lowered armor and attack speed, but I also thought they lowered damage by 1(which is why I thought the spores effected Corsairs more than Scouts).

Also, I was basing my information off of the game that I described, not numbers. I've actually played several FFAs with Scouts, and have never lost them to other air units (meaning, that I have always won any air battle when I had the Scouts). Am I just way ahead in upgrades or what?

And Ack, I come here and ask questions, even about my own views sometimes (that's the best way to learn). It seems to me that you come here to prove other people wrong and laugh at them and say they have newbish minds, etc.
Give me immortality, or give me death!
LetMeBeWithYou
Profile Joined August 2004
Canada4254 Posts
December 28 2004 15:59 GMT
#65
No.
All Those beneath an angry star
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
Last Edited: 2004-12-29 04:12:23
December 29 2004 04:11 GMT
#66
On December 28 2004 21:35 wakiki wrote:
And Ack, I come here and ask questions, even about my own views sometimes (that's the best way to learn). It seems to me that you come here to prove other people wrong and laugh at them and say they have newbish minds, etc.


If I did that I wouldn't be here as long as I have. Ask around, I help out as much as I can, but when someone makes threads/questions about some of the most basic fundamentals of bw, I have a hard time not laughing at them. Anyway, asking questions is fine but you're not really asking a question here. You are stating that Scout/Zeal is good and not asking if it would be good in any circumstance. Yeah, you came in and said Scout/Zeal owns ffa. Not many people really care about ffa, it's for fun, just like this strat. TeamLiquid strategy is where you learn to better yourself, if you came here to become better at FFA's, I'm quite sure there are millions of other strats our members can come up with that is better than Scout/Zeal.

I'm not going to lower my standards/expectations of TeamLiquid members just because you are relatively new.
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
January 05 2005 16:42 GMT
#67
wakiki, u do have a newbish mind...

And if someone sees one guy expoing as much as you said, they would be beaten down cause no one likes a mass expander, not in ffa anyways? And I have played many FFAs on LANs with skilled friends, they dont look like the games you describe...

I'm pretty sure scout/zeal sucks dick in ffa too, tho I have never tried it and never will.
Hello=)
Liquid`Drone
Profile Joined September 2002
Norway28670 Posts
January 05 2005 16:52 GMT
#68
devourers do affect sairs more than scouts, because the sairs are more affected by the slower attack rate than scouts are.
Moderator
kandyman
Profile Joined December 2004
Swaziland665 Posts
January 05 2005 17:37 GMT
#69
scouts are too weak!!
Are you gonna bark all day lil doggy, or are you gonna bite?
Archon_Wing
Profile Joined May 2004
United States378 Posts
Last Edited: 2005-01-05 18:18:37
January 05 2005 18:08 GMT
#70
On December 28 2004 13:26 evanthebouncy wrote:
Sair>Scout cost wise.. k thx
36 sair vs 36 scout = sair won, got more question?
beside, air stack means they are weak against: storm/archon/devour/corsair/plague/ even Dswarmed hydras will beat scouts...
scout=underdog.



This is not to mention that corsairs have better range. Thus even more scout ownage in greater numbers. Unless the corsairs were behind in upgrades.

And since sairs are cheaper it should be more like 50 sairs vs 36 scouts.
Nothing witty here atm
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