• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:48
CET 04:48
KST 12:48
  • 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
TL.net Map Contest #21: Winners9Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win TL.net Map Contest #21: Winners RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8) StarCraft, SC2, HotS, WC3, Returning to Blizzcon!
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Dawn of War IV
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1441 users

Simple Questions, Simple Answers - Page 285

Forum Index > Brood War Strategy
Post a Reply
Prev 1 283 284 285 286 287 484 Next
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
November 19 2016 07:59 GMT
#5681
On November 19 2016 14:25 Sheik_ wrote:
Show nested quote +
On November 19 2016 14:08 ninazerg wrote:
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.


Do you have any replays of this happening? Post a few please.
"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 08:44 GMT
#5682
On November 19 2016 16:59 ninazerg wrote:
Show nested quote +
On November 19 2016 14:25 Sheik_ wrote:
On November 19 2016 14:08 ninazerg wrote:
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.


Do you have any replays of this happening? Post a few please.


no replays that i can think of where i scouted 3 gas but i've seen zergs have 1 gas or 2 gas when i first scouted with my sair.
B-royal
Profile Joined May 2015
Belgium1330 Posts
November 19 2016 15:28 GMT
#5683
It depends on how early your corsair scouts.

More often, you will be able to tell what the zerg is going for by how many hatcheries he builds, how many drones he has and how many larva he has idling. If they're really planning on a mutalisk attack with 2 gasses as soon as spire finishes (it's too early for a 3rd gas, at the time of your 1st corsair), he will at most have his 4th hatchery building (Mutas are mineral intensive as well after all), can have a decent drone count but he will also be saving larva at 3 hatcheries.

If he has 5 hatcheries coming up with hydralisk den, evolution chamber and 2 gasses (maybe even with the 2nd extractor still only morphing), he's playing very standard. The 2 gas in this case will most likely be spent on scourge, hydralisk upgrades (den + evo), overlord speed, and possibly flyer carapace +1.

Of course, it is still possible for him to do a much weaker mutalisk attack in this situation, most often with the intent of killing probes at your natural instead of outright killing you. Again, this is more of a mindgame situation and it will not happen often at lower levels I suspect.

new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
November 19 2016 19:06 GMT
#5684
On November 19 2016 17:44 Sheik_ wrote:
Show nested quote +
On November 19 2016 16:59 ninazerg wrote:
On November 19 2016 14:25 Sheik_ wrote:
On November 19 2016 14:08 ninazerg wrote:
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.


Do you have any replays of this happening? Post a few please.


no replays that i can think of where i scouted 3 gas but i've seen zergs have 1 gas or 2 gas when i first scouted with my sair.


Well, if you see it, it means he's going to do a mass Queen/Mutalisk rush. The queens will be used to ensnare your corsairs and broodling on your HT. This strat is easily counter by getting 5-6 dark archons, and using maelstrom to freeze their queen ball in place. Mind control is also helpful, since the mobility of the Zerg's sky force can make it difficult to track, but if you have one of their queens, you can parasite them and see where they are.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2016-11-20 21:15:18
November 20 2016 21:12 GMT
#5685
I dont recommend what ninazerg is suggesting, because if I see protoss is using dark archons then I immediately know that he has atleast some ground units, which triggers me to start mixing in infested terrans in a support role. Its really effective, especially when you use lots of overlords to tank damage, so when I do this, my main army normally has an overlord based backbone. The beauty is that after a big engagement where you lose your army, you can transition straight away into 'mass anything' because you have so many spare overlords (well, as long as corsairs dont snipe the ones in your base! I advise using anti air to protect them). Mass anything is such a good strategy if the opponent lets you get to that stage because it is so unpredictable.

btw ninazerg, if you parasite an enemy zerg unit with his own queen youre basically just giving the unit a free set of extra eyes so do take that into consideration. I dont know, you may still think the benefit is worth it.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
November 20 2016 23:39 GMT
#5686
On November 21 2016 06:12 CardinalAllin wrote:
I dont recommend what ninazerg is suggesting, because if I see protoss is using dark archons then I immediately know that he has atleast some ground units, which triggers me to start mixing in infested terrans in a support role. Its really effective, especially when you use lots of overlords to tank damage, so when I do this, my main army normally has an overlord based backbone. The beauty is that after a big engagement where you lose your army, you can transition straight away into 'mass anything' because you have so many spare overlords (well, as long as corsairs dont snipe the ones in your base! I advise using anti air to protect them). Mass anything is such a good strategy if the opponent lets you get to that stage because it is so unpredictable.

btw ninazerg, if you parasite an enemy zerg unit with his own queen youre basically just giving the unit a free set of extra eyes so do take that into consideration. I dont know, you may still think the benefit is worth it.


I always cover my army with enough overlords so they can't mind control, but it doesn't really prevent maelstrom. Also, if I mind control a parasited queen, does it stay parasited?
"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 21 2016 07:37 GMT
#5687
On November 20 2016 00:28 B-royal wrote:
It depends on how early your corsair scouts.

More often, you will be able to tell what the zerg is going for by how many hatcheries he builds, how many drones he has and how many larva he has idling. If they're really planning on a mutalisk attack with 2 gasses as soon as spire finishes (it's too early for a 3rd gas, at the time of your 1st corsair), he will at most have his 4th hatchery building (Mutas are mineral intensive as well after all), can have a decent drone count but he will also be saving larva at 3 hatcheries.

If he has 5 hatcheries coming up with hydralisk den, evolution chamber and 2 gasses (maybe even with the 2nd extractor still only morphing), he's playing very standard. The 2 gas in this case will most likely be spent on scourge, hydralisk upgrades (den + evo), overlord speed, and possibly flyer carapace +1.

Of course, it is still possible for him to do a much weaker mutalisk attack in this situation, most often with the intent of killing probes at your natural instead of outright killing you. Again, this is more of a mindgame situation and it will not happen often at lower levels I suspect.



Thanks B-Royal!
Jukado
Profile Blog Joined May 2011
805 Posts
November 21 2016 10:53 GMT
#5688
You would need to consult the official Prima game guide for advanced tactics like that. Im still saving up to buy mine so I cant help you.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Cryoc
Profile Joined July 2011
Germany909 Posts
November 21 2016 12:08 GMT
#5689
On November 21 2016 08:39 ninazerg wrote:
Show nested quote +
On November 21 2016 06:12 CardinalAllin wrote:
I dont recommend what ninazerg is suggesting, because if I see protoss is using dark archons then I immediately know that he has atleast some ground units, which triggers me to start mixing in infested terrans in a support role. Its really effective, especially when you use lots of overlords to tank damage, so when I do this, my main army normally has an overlord based backbone. The beauty is that after a big engagement where you lose your army, you can transition straight away into 'mass anything' because you have so many spare overlords (well, as long as corsairs dont snipe the ones in your base! I advise using anti air to protect them). Mass anything is such a good strategy if the opponent lets you get to that stage because it is so unpredictable.

btw ninazerg, if you parasite an enemy zerg unit with his own queen youre basically just giving the unit a free set of extra eyes so do take that into consideration. I dont know, you may still think the benefit is worth it.


I always cover my army with enough overlords so they can't mind control, but it doesn't really prevent maelstrom. Also, if I mind control a parasited queen, does it stay parasited?

It stays parasited.

Reminds me of a 1v1 ZvP game on bloodbath a couple of years ago which went to turtle stage with dark archons and storms. I would try to get vision of his high templars with overlords to broodling them but he would always mind control the overlords, so I parasited my own overlords to still have vision after he mind controlled it. Unfortunately he noticed it fast
http://www.twitch.tv/cryoc
kogeT
Profile Joined September 2013
Poland2041 Posts
November 21 2016 12:46 GMT
#5690
On November 21 2016 21:08 Cryoc wrote:
Show nested quote +
On November 21 2016 08:39 ninazerg wrote:
On November 21 2016 06:12 CardinalAllin wrote:
I dont recommend what ninazerg is suggesting, because if I see protoss is using dark archons then I immediately know that he has atleast some ground units, which triggers me to start mixing in infested terrans in a support role. Its really effective, especially when you use lots of overlords to tank damage, so when I do this, my main army normally has an overlord based backbone. The beauty is that after a big engagement where you lose your army, you can transition straight away into 'mass anything' because you have so many spare overlords (well, as long as corsairs dont snipe the ones in your base! I advise using anti air to protect them). Mass anything is such a good strategy if the opponent lets you get to that stage because it is so unpredictable.

btw ninazerg, if you parasite an enemy zerg unit with his own queen youre basically just giving the unit a free set of extra eyes so do take that into consideration. I dont know, you may still think the benefit is worth it.


I always cover my army with enough overlords so they can't mind control, but it doesn't really prevent maelstrom. Also, if I mind control a parasited queen, does it stay parasited?

It stays parasited.

Reminds me of a 1v1 ZvP game on bloodbath a couple of years ago which went to turtle stage with dark archons and storms. I would try to get vision of his high templars with overlords to broodling them but he would always mind control the overlords, so I parasited my own overlords to still have vision after he mind controlled it. Unfortunately he noticed it fast


:D
https://www.twitch.tv/kogetbw
Liquid`Drone
Profile Joined September 2002
Norway28706 Posts
November 21 2016 12:50 GMT
#5691
I once played a zvz on temple where I was going queen hydra and he was trying to do some fast-ish guardian. when guardians started hitting my drones I was like ohshit gotta attack, then I got to his natural and saw lurker spines and was like daaaamn.

But then I parasited one of his overlords and then I saw his two lurkers and killed them and he had nothing else. was pretty awesome.
Moderator
Jonoman92
Profile Blog Joined September 2006
United States9104 Posts
November 21 2016 23:57 GMT
#5692
On November 21 2016 21:50 Liquid`Drone wrote:
I once played a zvz on temple where I was going queen hydra and he was trying to do some fast-ish guardian. when guardians started hitting my drones I was like ohshit gotta attack, then I got to his natural and saw lurker spines and was like daaaamn.

But then I parasited one of his overlords and then I saw his two lurkers and killed them and he had nothing else. was pretty awesome.


Wait... if you parasite an enemy detector you get detection from it? I never knew that. Seems like he should've moved his overlords away, though by then the lurkers would likely be dead already.
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
November 23 2016 04:55 GMT
#5693
On November 21 2016 21:08 Cryoc wrote:
Show nested quote +
On November 21 2016 08:39 ninazerg wrote:
On November 21 2016 06:12 CardinalAllin wrote:
I dont recommend what ninazerg is suggesting, because if I see protoss is using dark archons then I immediately know that he has atleast some ground units, which triggers me to start mixing in infested terrans in a support role. Its really effective, especially when you use lots of overlords to tank damage, so when I do this, my main army normally has an overlord based backbone. The beauty is that after a big engagement where you lose your army, you can transition straight away into 'mass anything' because you have so many spare overlords (well, as long as corsairs dont snipe the ones in your base! I advise using anti air to protect them). Mass anything is such a good strategy if the opponent lets you get to that stage because it is so unpredictable.

btw ninazerg, if you parasite an enemy zerg unit with his own queen youre basically just giving the unit a free set of extra eyes so do take that into consideration. I dont know, you may still think the benefit is worth it.


I always cover my army with enough overlords so they can't mind control, but it doesn't really prevent maelstrom. Also, if I mind control a parasited queen, does it stay parasited?

It stays parasited.

Reminds me of a 1v1 ZvP game on bloodbath a couple of years ago which went to turtle stage with dark archons and storms. I would try to get vision of his high templars with overlords to broodling them but he would always mind control the overlords, so I parasited my own overlords to still have vision after he mind controlled it. Unfortunately he noticed it fast


Wow.

You can learn a lot from Bloodbath games...
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
November 23 2016 05:29 GMT
#5694
i've seen some fpvods on youtube and sometimes bisu takes 1 of his 4 probes off of minerals at the start. is this for handicapping??
get rich or die mining
TL+ Member
ortseam
Profile Joined April 2015
996 Posts
November 23 2016 10:14 GMT
#5695
yeah, i think I've seen this on some recent island map games too
kogeT
Profile Joined September 2013
Poland2041 Posts
November 23 2016 13:41 GMT
#5696
On November 23 2016 14:29 Alejandrisha wrote:
i've seen some fpvods on youtube and sometimes bisu takes 1 of his 4 probes off of minerals at the start. is this for handicapping??


Yes

Sometimes pros (Bisu/Flash) takes one or even two starting workers for handicap.
https://www.twitch.tv/kogetbw
Cryoc
Profile Joined July 2011
Germany909 Posts
November 23 2016 15:14 GMT
#5697
I have seen this happen mostly when Flash plays vs Britney or Terror. Sometimes it is quite hilarious how Terror just cannot win even with the starting SCV handicap plus he also gets map vision from Flash in some games.
http://www.twitch.tv/cryoc
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2016-11-25 01:05:58
November 25 2016 01:05 GMT
#5698
Yeah I remember it was a game against Terror where I last saw it. That is cute
edit: and bisu still curshed him!! hahahaha
get rich or die mining
TL+ Member
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2016-11-26 02:25:18
November 26 2016 02:24 GMT
#5699
q: been watching a lot of shuttle and bisu vods. why in pvp does 1 go gate - robo - expand or gate - expand - robo ??
what is this good against? Seems like a losing build. Gets hurt by any strong 2 gate opener which transitions into an expand build. Am I missing something??

edit: seems like it would punish an even GREEDIER build?? but have yet to see it. seems like these builds lose every time
get rich or die mining
TL+ Member
evilfatsh1t
Profile Joined October 2010
Australia8762 Posts
November 26 2016 04:16 GMT
#5700
what do you mean 'strong' 2 gate opener?
a dt opening with 2 gate would lose to 1 gate robo and 2 gate reaver isnt an auto win because of travel time and high ground advantage for the defending side.
1 gate robo basically just has to turtle with a slightly earlier expansion, pylon at front with good concave + reaver and its hard to get fully run over (2 gate player still needs to wait for shuttle + reaver before moving out, and by the time he arrives and starts fighting 1 gate player will have shuttle reaver + 2nd reaver building in robos that can crawl its way to the battlefield quite easily). after your expansion is up you get 4-6 gates quicker as well so theres really only a small timing which 2 gate can abuse
Prev 1 283 284 285 286 287 484 Next
Please log in or register to reply.
Live Events Refresh
Korean StarCraft League
03:00
Week 82
davetesta69
HKG_Chickenman55
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 184
Nina 138
ProTech112
StarCraft: Brood War
Icarus 10
Dota 2
monkeys_forever312
NeuroSwarm79
LuMiX0
Super Smash Bros
C9.Mang0650
amsayoshi36
Other Games
summit1g13990
tarik_tv11891
JimRising 479
FrodaN145
Organizations
Other Games
gamesdonequick984
Counter-Strike
PGL146
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt481
Upcoming Events
CranKy Ducklings
6h 12m
IPSL
14h 12m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
14h 12m
Lambo vs Clem
Scarlett vs TriGGeR
ByuN vs TBD
Zoun vs TBD
BSL 21
16h 12m
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
Replay Cast
19h 12m
Sparkling Tuna Cup
1d 6h
WardiTV Korean Royale
1d 8h
IPSL
1d 14h
JDConan vs WIZARD
WolFix vs Cross
LAN Event
1d 14h
BSL 21
1d 16h
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
[ Show More ]
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
4 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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.