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Simple Questions, Simple Answers - Page 284

Forum Index > Brood War Strategy
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Cryoc
Profile Joined July 2011
Germany909 Posts
November 11 2016 21:45 GMT
#5661
By fixing one mistake at a time.
http://www.twitch.tv/cryoc
Ty2
Profile Blog Joined March 2013
United States1434 Posts
November 12 2016 00:52 GMT
#5662
--- Nuked ---
Writer
Highgamer
Profile Joined October 2015
1441 Posts
November 12 2016 03:07 GMT
#5663
Practice, identifying your weaknesses and working on them with endurance.


Also important is to have the right perspective on your losses and learning process.

Never try to only measure your improvements by how much you win, especially not on the ladder.

If you're rather new to BW, then everyone you play has a big head start in terms of experience and routine, like, many years more probably. This means that they will probably beat you every time, even if you are constantly improving, because it will take a while until the initial gap is overcome.

For example, you keep losing early on in your games because you cannot perform your build order properly. So you practice your build order hard for a while and get much better at doing it - only to get beaten in the midgame from now on where experience is even more important.

A good guide like Ver's (posted above by Ty2) gives you a lot of parameters at hand that allow you to check your improvements even if you keep losing, mostly by watching your replays and observing your own play calmly, looking for build-order- and macro-mistakes.

A lot of things cannot be learned from these guides though. BW consists of many specific situations that require exact reactions, and you have to aquire that kind of knowledge about facts over time. Once you learned such a new solution for a problem, it will only take a couple of attempts to implement it into your play from then on.

You have to watch other people play and observe how they solve the situations that you have problems with, and/or you have to ask someone who is better than you to analyse your games and tell you.
Jonoman92
Profile Blog Joined September 2006
United States9104 Posts
November 12 2016 05:30 GMT
#5664
On November 12 2016 06:13 SCC-Faust wrote:
How do I improve?


You have to play vs people better than you. Playing people who are worse than you will only encourage bad habits as your mistakes go unpunished.
Ty2
Profile Blog Joined March 2013
United States1434 Posts
Last Edited: 2016-11-12 10:24:25
November 12 2016 10:20 GMT
#5665
--- Nuked ---
Writer
ProMeTheus112
Profile Joined December 2009
France2027 Posts
November 13 2016 02:38 GMT
#5666
click on the enemy units to attack
midxxnight
Profile Joined September 2016
4 Posts
November 16 2016 16:56 GMT
#5667
If you knew for certain in TvP that they were going for a 14 Nexus or 1 gate fast expansion. What would be the best thing to do as terran besides scv all in?
ArmadA[NaS]
Profile Joined January 2014
United States347 Posts
November 16 2016 17:49 GMT
#5668
On November 17 2016 01:56 midxxnight wrote:
If you knew for certain in TvP that they were going for a 14 Nexus or 1 gate fast expansion. What would be the best thing to do as terran besides scv all in?

These are very different builds and require different reactions from the terran.
Against a nexus first you can send 5 scvs with rallied vultures + marines for a bunker rush to take out the natural before he has enough units to defend. If you have decent micro, this is probably the best response. You could also quickly get mines and double expand while mining the map since his obs will be delayed.

Vs a typical one gate expansion, FD, 2 fact, or siege expand will all work fine though FD will give you the most options to reactively vary your build (for example, staying back and laying mines at your natural if you scout a fast citadel for DTs or no goon range).
Highgamer
Profile Joined October 2015
1441 Posts
November 16 2016 18:42 GMT
#5669
14 CC or 1rax FE as two other options?
KameZerg
Profile Blog Joined May 2007
Sweden1767 Posts
Last Edited: 2016-11-16 18:53:49
November 16 2016 18:47 GMT
#5670
On November 12 2016 09:52 Ty2 wrote:
Ver's Guide: How to Improve


Impressive, ive never seen this aspect outlined in depth, which is also quite essential. Much credit to ver.
asdasdasdasdasd123123123
noobscrub
Profile Joined October 2016
10 Posts
November 17 2016 21:20 GMT
#5671
1_why do some of my replays are named as ''gg no RE''? does this means they are broken or something?

2_is there a way to prevent replays of me playing UMS online games of glitching?
DarkNetHunter
Profile Joined October 2012
1224 Posts
November 18 2016 00:03 GMT
#5672
On November 18 2016 06:20 noobscrub wrote:
1_why do some of my replays are named as ''gg no RE''? does this means they are broken or something?

2_is there a way to prevent replays of me playing UMS online games of glitching?


1. Not sure what you're referring to, replay names are set by yourself unless you downloaded them from another source.

2. You can't speed up UMS replays or they glitch out, if you watch the at the same speed they were played (default would be fastest) then they should show correctly.

Learn from the mistakes of others. You can't live long enough to make them all yourself.
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
November 18 2016 01:02 GMT
#5673
how do zerg eat
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
shaggles
Profile Joined October 2011
Poland108 Posts
November 18 2016 11:24 GMT
#5674
On November 12 2016 14:30 Jonoman92 wrote:
Show nested quote +
On November 12 2016 06:13 SCC-Faust wrote:
How do I improve?


You have to play vs people better than you. Playing people who are worse than you will only encourage bad habits as your mistakes go unpunished.


In Day[9]'s dailies other answer was given. Basically what the said, one should play vs better players AND vs worse players. Vs better players you learn what NOT to do - your reactions and game plans get reviewed by someone that has superior skills. Vs worse players you learn what TO do. You learn the proper execution of your game plan, even if it is not the most correct one. You are getting the general idea of how stuff works, and practice it in "reduced risk" environment. I used to play vs people within the certain range of my current skill only. Like on Iccup, I played vs people that had not less than 50% of my rank points and no more than 150% of my rank points (as you see it works for lower ranks). The distribution was 35:45 in favor of better players (with remaining 20% games againts 1000 point smurfs who usually raped me badly :D )
I play the Chess of Computer Age
Sheik_
Profile Joined November 2016
27 Posts
November 18 2016 16:16 GMT
#5675
I got a question about the Neo Bisu Build from the TL Wiki: http://wiki.teamliquid.net/starcraft/+1_Sair/Speedlot_(vs._Zerg)

In this build, the nex is very delayed as well as the cyber. why? the builds I have been told to do by others get the forge like normal but the nexus and gate much earlier (like Forge, cannon, and nex at 14). But on the wiki it says to get pylon at 15 instead! which is better? I really like the Neo bisu build on this site and it's been really solid but i am willing to change it up for something better.

lastly, with the first sair, I dont even kill the first ovie, i go straight for the enemy base to see what they got. this is while I am going citadel into archives for fast storm.

A. If i scout spire only and no den yet, I make cannons in each mineral line to counter mutas.
B. but what if I scout den and a spire? do I still go immediately for robo into obs?

I ask because I am unsure when it is a good time to get observers. if I see a ton of hydras, do I go for robo right away or can I delay it? many of my games end up with me getting obs late...which means that I waste precious seconds stuck in my base and unable to move out. I want to work on my obs timing and would like some general tips regarding this. Thank you!
noobscrub
Profile Joined October 2016
10 Posts
November 18 2016 20:16 GMT
#5676
On November 18 2016 09:03 DarkNetHunter wrote:
Show nested quote +
On November 18 2016 06:20 noobscrub wrote:
1_why do some of my replays are named as ''gg no RE''? does this means they are broken or something?

2_is there a way to prevent replays of me playing UMS online games of glitching?


1. Not sure what you're referring to, replay names are set by yourself unless you downloaded them from another source.

2. You can't speed up UMS replays or they glitch out, if you watch the at the same speed they were played (default would be fastest) then they should show correctly.




Some if not most of my replays are automatically named as ''gg no re'' on the mca autoreplays folder. I better ask on the mca thread


ortseam
Profile Joined April 2015
996 Posts
November 18 2016 21:03 GMT
#5677
On November 19 2016 01:16 Sheik_ wrote:
I got a question about the Neo Bisu Build from the TL Wiki: http://wiki.teamliquid.net/starcraft/+1_Sair/Speedlot_(vs._Zerg)

In this build, the nex is very delayed as well as the cyber. why? the builds I have been told to do by others get the forge like normal but the nexus and gate much earlier (like Forge, cannon, and nex at 14). But on the wiki it says to get pylon at 15 instead! which is better? I really like the Neo bisu build on this site and it's been really solid but i am willing to change it up for something better.


lastly, with the first sair, I dont even kill the first ovie, i go straight for the enemy base to see what they got. this is while I am going citadel into archives for fast storm.

A. If i scout spire only and no den yet, I make cannons in each mineral line to counter mutas.
B. but what if I scout den and a spire? do I still go immediately for robo into obs?

I ask because I am unsure when it is a good time to get observers. if I see a ton of hydras, do I go for robo right away or can I delay it? many of my games end up with me getting obs late...which means that I waste precious seconds stuck in my base and unable to move out. I want to work on my obs timing and would like some general tips regarding this. Thank you!

You are right, 18 Nexus is really weird, usually it is on 14 or 13. If you need 2 cannons you can make Nexus on 15, any later than that is just weird (assuming you didn't pylon block/cannon zerg nat). After that, gas is usually 16/17 and core when gas finishes (if 2 cannons, there is a decision to be made here between 1st zealot/core). I also think that most players start +1 weapons before starting citadel, so that speed and +1 finish at about the same time (if the order is citadel->+1 then speed will come faster but you won't have +1 for a while, meaning 20 speedlings can kill your zealots) You should also start a 2nd gate after you start speed too (although this can be skipped if you made extra cannons for some reason)

Other than that I think the article gets vey specific. The basic opening ends at the 2 gate speedlot +one star sair pump, with usually archives and 2 more gates added but there are lot of variations after that (when to expand, robo timing, more sairs/archons against muta etc)

Now about the sair, there are too many things zerg could be going for. Spire alone is not an indication for mutas, if zerg doesn't have 2nd gas yet, it will probably be scourge with fast 4th base, especially if his 3rd is at another natural

If you scout spire and den though, you simply have to scout more. This is achieved with zealots poking in the zergs natural/3rd with this build, until you have 5/6 sairs to move out again with them
-If you see hydras constantly being made, then get storm asap (if not started yet), Zerg can still follow up with lurkers, so robo after 4 gates is fine (not always necessary though)
- If you see small amount of hydras without speed it's probably lurker first, get robo asap
Of course there are weird builds that don't follow this rules, but the basic scouting in the early/mid game is done with: 1st sair, then sair retreats if there's a spire up, then speedlots, then +1 sairs(once you have enough)/speedlots/dts


Sheik_
Profile Joined November 2016
27 Posts
November 19 2016 03:32 GMT
#5678
On November 19 2016 06:03 ortseam wrote:
Show nested quote +
On November 19 2016 01:16 Sheik_ wrote:
I got a question about the Neo Bisu Build from the TL Wiki: http://wiki.teamliquid.net/starcraft/+1_Sair/Speedlot_(vs._Zerg)

In this build, the nex is very delayed as well as the cyber. why? the builds I have been told to do by others get the forge like normal but the nexus and gate much earlier (like Forge, cannon, and nex at 14). But on the wiki it says to get pylon at 15 instead! which is better? I really like the Neo bisu build on this site and it's been really solid but i am willing to change it up for something better.


lastly, with the first sair, I dont even kill the first ovie, i go straight for the enemy base to see what they got. this is while I am going citadel into archives for fast storm.

A. If i scout spire only and no den yet, I make cannons in each mineral line to counter mutas.
B. but what if I scout den and a spire? do I still go immediately for robo into obs?

I ask because I am unsure when it is a good time to get observers. if I see a ton of hydras, do I go for robo right away or can I delay it? many of my games end up with me getting obs late...which means that I waste precious seconds stuck in my base and unable to move out. I want to work on my obs timing and would like some general tips regarding this. Thank you!

You are right, 18 Nexus is really weird, usually it is on 14 or 13. If you need 2 cannons you can make Nexus on 15, any later than that is just weird (assuming you didn't pylon block/cannon zerg nat). After that, gas is usually 16/17 and core when gas finishes (if 2 cannons, there is a decision to be made here between 1st zealot/core). I also think that most players start +1 weapons before starting citadel, so that speed and +1 finish at about the same time (if the order is citadel->+1 then speed will come faster but you won't have +1 for a while, meaning 20 speedlings can kill your zealots) You should also start a 2nd gate after you start speed too (although this can be skipped if you made extra cannons for some reason)

Other than that I think the article gets vey specific. The basic opening ends at the 2 gate speedlot +one star sair pump, with usually archives and 2 more gates added but there are lot of variations after that (when to expand, robo timing, more sairs/archons against muta etc)

Now about the sair, there are too many things zerg could be going for. Spire alone is not an indication for mutas, if zerg doesn't have 2nd gas yet, it will probably be scourge with fast 4th base, especially if his 3rd is at another natural

If you scout spire and den though, you simply have to scout more. This is achieved with zealots poking in the zergs natural/3rd with this build, until you have 5/6 sairs to move out again with them
-If you see hydras constantly being made, then get storm asap (if not started yet), Zerg can still follow up with lurkers, so robo after 4 gates is fine (not always necessary though)
- If you see small amount of hydras without speed it's probably lurker first, get robo asap
Of course there are weird builds that don't follow this rules, but the basic scouting in the early/mid game is done with: 1st sair, then sair retreats if there's a spire up, then speedlots, then +1 sairs(once you have enough)/speedlots/dts




Fixed the BO according to what you said. Any tweaks you could suggest? the air weapons, when should i start them so that the timing is best used?

+ Show Spoiler +
8 - Pylon
11 - Forge
13 - Nex
14 - Nex
13 - Cannon
14 - Gate
14 - Gas
15 - Pylon
100% Cyber - Star+2nd Gas
100 Gas - +1 Melee
100 Gas - +1 Air Weap.
100 Gas - Citadel
100% Star - Sair 6x
100% Citadel - Speed
200 Gas - Arch
100% Arch - Storm+HT+DT
Gate 4x
Robo
100% Robo - Obs
Gate 2x = 6 Gates
Nex




2. Ah. The gas. Thanks for pointing that out. In one of my games, the enemy did a muta attack and in the replay I saw that he had 2 gas mining. That should have told me mutas were inc. OK, I will look at the gas now.

So if there is only 1 gas, he is either expanding like mad or doing a hydra bust? 2 gas=watch out for mutas and lurkers?
3 gas=watch out for everything.

If i scout 3 gas early on, what does that tell me though? Does it tell me that the enemy is stretched thin and I can punish him (scouting with the 1st sair).
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
November 19 2016 05:08 GMT
#5679
On November 19 2016 12:32 Sheik_ wrote:
Show nested quote +
On November 19 2016 06:03 ortseam wrote:
On November 19 2016 01:16 Sheik_ wrote:
I got a question about the Neo Bisu Build from the TL Wiki: http://wiki.teamliquid.net/starcraft/+1_Sair/Speedlot_(vs._Zerg)

In this build, the nex is very delayed as well as the cyber. why? the builds I have been told to do by others get the forge like normal but the nexus and gate much earlier (like Forge, cannon, and nex at 14). But on the wiki it says to get pylon at 15 instead! which is better? I really like the Neo bisu build on this site and it's been really solid but i am willing to change it up for something better.


lastly, with the first sair, I dont even kill the first ovie, i go straight for the enemy base to see what they got. this is while I am going citadel into archives for fast storm.

A. If i scout spire only and no den yet, I make cannons in each mineral line to counter mutas.
B. but what if I scout den and a spire? do I still go immediately for robo into obs?

I ask because I am unsure when it is a good time to get observers. if I see a ton of hydras, do I go for robo right away or can I delay it? many of my games end up with me getting obs late...which means that I waste precious seconds stuck in my base and unable to move out. I want to work on my obs timing and would like some general tips regarding this. Thank you!

You are right, 18 Nexus is really weird, usually it is on 14 or 13. If you need 2 cannons you can make Nexus on 15, any later than that is just weird (assuming you didn't pylon block/cannon zerg nat). After that, gas is usually 16/17 and core when gas finishes (if 2 cannons, there is a decision to be made here between 1st zealot/core). I also think that most players start +1 weapons before starting citadel, so that speed and +1 finish at about the same time (if the order is citadel->+1 then speed will come faster but you won't have +1 for a while, meaning 20 speedlings can kill your zealots) You should also start a 2nd gate after you start speed too (although this can be skipped if you made extra cannons for some reason)

Other than that I think the article gets vey specific. The basic opening ends at the 2 gate speedlot +one star sair pump, with usually archives and 2 more gates added but there are lot of variations after that (when to expand, robo timing, more sairs/archons against muta etc)

Now about the sair, there are too many things zerg could be going for. Spire alone is not an indication for mutas, if zerg doesn't have 2nd gas yet, it will probably be scourge with fast 4th base, especially if his 3rd is at another natural

If you scout spire and den though, you simply have to scout more. This is achieved with zealots poking in the zergs natural/3rd with this build, until you have 5/6 sairs to move out again with them
-If you see hydras constantly being made, then get storm asap (if not started yet), Zerg can still follow up with lurkers, so robo after 4 gates is fine (not always necessary though)
- If you see small amount of hydras without speed it's probably lurker first, get robo asap
Of course there are weird builds that don't follow this rules, but the basic scouting in the early/mid game is done with: 1st sair, then sair retreats if there's a spire up, then speedlots, then +1 sairs(once you have enough)/speedlots/dts




Fixed the BO according to what you said. Any tweaks you could suggest? the air weapons, when should i start them so that the timing is best used?

+ Show Spoiler +
8 - Pylon
11 - Forge
13 - Nex
14 - Nex
13 - Cannon
14 - Gate
14 - Gas
15 - Pylon
100% Cyber - Star+2nd Gas
100 Gas - +1 Melee
100 Gas - +1 Air Weap.
100 Gas - Citadel
100% Star - Sair 6x
100% Citadel - Speed
200 Gas - Arch
100% Arch - Storm+HT+DT
Gate 4x
Robo
100% Robo - Obs
Gate 2x = 6 Gates
Nex




2. Ah. The gas. Thanks for pointing that out. In one of my games, the enemy did a muta attack and in the replay I saw that he had 2 gas mining. That should have told me mutas were inc. OK, I will look at the gas now.

So if there is only 1 gas, he is either expanding like mad or doing a hydra bust? 2 gas=watch out for mutas and lurkers?
3 gas=watch out for everything.

If i scout 3 gas early on, what does that tell me though? Does it tell me that the enemy is stretched thin and I can punish him (scouting with the 1st sair).


How early is an 'early 3 gas'? Before their 4th and 5th hatcheries? After?

Sometimes Zerg will double expand to make you think they're playing a standard game, but then get their second and third gas quickly so they can do a muta/ling bust at your front. It's sort of a weird play that I don't see very often anymore, but it's out there.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Sheik_
Profile Joined November 2016
27 Posts
November 19 2016 05:25 GMT
#5680
On November 19 2016 14:08 ninazerg wrote:
Show nested quote +
On November 19 2016 12:32 Sheik_ wrote:
On November 19 2016 06:03 ortseam wrote:
On November 19 2016 01:16 Sheik_ wrote:
I got a question about the Neo Bisu Build from the TL Wiki: http://wiki.teamliquid.net/starcraft/+1_Sair/Speedlot_(vs._Zerg)

In this build, the nex is very delayed as well as the cyber. why? the builds I have been told to do by others get the forge like normal but the nexus and gate much earlier (like Forge, cannon, and nex at 14). But on the wiki it says to get pylon at 15 instead! which is better? I really like the Neo bisu build on this site and it's been really solid but i am willing to change it up for something better.


lastly, with the first sair, I dont even kill the first ovie, i go straight for the enemy base to see what they got. this is while I am going citadel into archives for fast storm.

A. If i scout spire only and no den yet, I make cannons in each mineral line to counter mutas.
B. but what if I scout den and a spire? do I still go immediately for robo into obs?

I ask because I am unsure when it is a good time to get observers. if I see a ton of hydras, do I go for robo right away or can I delay it? many of my games end up with me getting obs late...which means that I waste precious seconds stuck in my base and unable to move out. I want to work on my obs timing and would like some general tips regarding this. Thank you!

You are right, 18 Nexus is really weird, usually it is on 14 or 13. If you need 2 cannons you can make Nexus on 15, any later than that is just weird (assuming you didn't pylon block/cannon zerg nat). After that, gas is usually 16/17 and core when gas finishes (if 2 cannons, there is a decision to be made here between 1st zealot/core). I also think that most players start +1 weapons before starting citadel, so that speed and +1 finish at about the same time (if the order is citadel->+1 then speed will come faster but you won't have +1 for a while, meaning 20 speedlings can kill your zealots) You should also start a 2nd gate after you start speed too (although this can be skipped if you made extra cannons for some reason)

Other than that I think the article gets vey specific. The basic opening ends at the 2 gate speedlot +one star sair pump, with usually archives and 2 more gates added but there are lot of variations after that (when to expand, robo timing, more sairs/archons against muta etc)

Now about the sair, there are too many things zerg could be going for. Spire alone is not an indication for mutas, if zerg doesn't have 2nd gas yet, it will probably be scourge with fast 4th base, especially if his 3rd is at another natural

If you scout spire and den though, you simply have to scout more. This is achieved with zealots poking in the zergs natural/3rd with this build, until you have 5/6 sairs to move out again with them
-If you see hydras constantly being made, then get storm asap (if not started yet), Zerg can still follow up with lurkers, so robo after 4 gates is fine (not always necessary though)
- If you see small amount of hydras without speed it's probably lurker first, get robo asap
Of course there are weird builds that don't follow this rules, but the basic scouting in the early/mid game is done with: 1st sair, then sair retreats if there's a spire up, then speedlots, then +1 sairs(once you have enough)/speedlots/dts




Fixed the BO according to what you said. Any tweaks you could suggest? the air weapons, when should i start them so that the timing is best used?

+ Show Spoiler +
8 - Pylon
11 - Forge
13 - Nex
14 - Nex
13 - Cannon
14 - Gate
14 - Gas
15 - Pylon
100% Cyber - Star+2nd Gas
100 Gas - +1 Melee
100 Gas - +1 Air Weap.
100 Gas - Citadel
100% Star - Sair 6x
100% Citadel - Speed
200 Gas - Arch
100% Arch - Storm+HT+DT
Gate 4x
Robo
100% Robo - Obs
Gate 2x = 6 Gates
Nex




2. Ah. The gas. Thanks for pointing that out. In one of my games, the enemy did a muta attack and in the replay I saw that he had 2 gas mining. That should have told me mutas were inc. OK, I will look at the gas now.

So if there is only 1 gas, he is either expanding like mad or doing a hydra bust? 2 gas=watch out for mutas and lurkers?
3 gas=watch out for everything.

If i scout 3 gas early on, what does that tell me though? Does it tell me that the enemy is stretched thin and I can punish him (scouting with the 1st sair).


How early is an 'early 3 gas'? Before their 4th and 5th hatcheries? After?

Sometimes Zerg will double expand to make you think they're playing a standard game, but then get their second and third gas quickly so they can do a muta/ling bust at your front. It's sort of a weird play that I don't see very often anymore, but it's out there.


scouting 3 gas when the first sair is out. also, scouting 2 gas when the first sair is out. I want to know what I should expect based on the first sair scout. But I think the question is too broad and I should be more specific:

Based on the first sair scout, how can I use that information to correctly guess what the Zerg will do so that I can time my robo better.
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