• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:21
CEST 04:21
KST 11:21
  • 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
[ASL22] Ro16 Preview: Rough Waters5[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Official StarCraft website teases new content ahead of BlizzCon?85Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!42Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over September World Ranking: herO leads, Serral climbs
Tourneys
2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9]
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
[ASL22] Ro16 Preview: Rough Waters New 3v3 BGH Ladder (and more) on ShieldBattery! BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Official StarCraft website teases new content ahead of BlizzCon?
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro24 Group F [Megathread] Daily Proleagues Brood War in Budapest ! WORTEX 2026 BW Finals
Strategy
Odyssey Mineral Stack Saturation Replay Review Process - What do you do? Game Theory for Starcraft Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
F* the Children and Get Off …
TrAiDoS
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6674 users

Simple Questions, Simple Answers - Page 360

Forum Index > Brood War Strategy
Post a Reply
Prev 1 358 359 360 361 362 488 Next
InDi
Profile Joined April 2010
Spain90 Posts
November 03 2017 15:49 GMT
#7181
On November 04 2017 00:22 Dead9 wrote:
@Alpha-NP-
terran don't often opens mech because the current maps don't really support it. opening mech gives zerg the option of expanding much more easily than opening bio

@Golgotha

1. generally stasis then recall. for the most part arb energy isn't worth it unless you're playing a very slow game or have a lot of arbs

2. alt q q or f10 esq


1. Wrong, you should always start an arbiter, then start researching energy right away, when it finishes you can get stasis, then recall (in the order you need them). At the time your 1st arbiter has enough energy for a stasis, the stasis upgrade should be completed. Your second arbiter (if you start it right after) will benefit from the energy upgrade already.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
November 03 2017 16:08 GMT
#7182
except you can build a second stargate instead of getting energy upg and get more arbs, or just spend the resources on something else

it's +12 energy per arb. not worth the investment until much later on in the game when you want stasis + recall on a single arb
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
November 03 2017 17:23 GMT
#7183
In ASL4 Semi-Finals Bisu vs Flash Game 3, why did Flash rely on Bio+Tanks to deal with Carriers+Reavers instead of Bio+Ranged Goliaths? I figured Goliaths would help against Reavers more than Siege Tanks would. What were the Siege Tanks for in Flash's strategy?
Highgamer
Profile Joined October 2015
1470 Posts
Last Edited: 2017-11-03 19:05:24
November 03 2017 18:57 GMT
#7184
Reavers weren't out when Flash started to push, Bisu scouted the bio-switch only when the first two carriers arrived at Flash's base and then quickly threw down robo-bay.
Flash had tanks anyway like you would in a normal TvP. Without the tanks, he couldn't have crossed the map against Bisu's ground-army. Tanks are great against Protoss ground-army, also good for sniping reavers. I'd rather have a few tanks than a few goliaths against HTs, too. Even if Flash had foreseen the Reaver, he would've built tanks.

You mean, a few Goliaths with range would have been great to snipe the shuttle? Maybe, but they would get sniped quickly by the Carriers. Could've been worth a try at some point, but unlikely to work.

Also: this was a do-or-die-reaction by Flash (partly for the show and to annoy Bisu probably), he surely hoped to win before Bisu could react with AOE-tech.
Veriol
Profile Joined October 2010
Czech Republic502 Posts
November 03 2017 21:49 GMT
#7185
Hey guys. This question doesnt have to do anything with strategy but I dont see a need to make a thread for it in BW general.

Has anyone had trouble finding games on ranked today? Troughout the day Id say Ive spent a good hour in "finding a game" on ranked and havent gotten a single one (im EU). Dunno if its just me or the ranked is bugged
"When you play, you have to start off with a mind to turn the game into a rape." -iloveoov
AcMilan91
Profile Joined August 2017
105 Posts
November 03 2017 21:57 GMT
#7186
is it possible to block marines on ramp with lurker egg? i just lost game because i thought i could but they just pass by
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
November 03 2017 22:10 GMT
#7187
On November 04 2017 06:57 AcMilan91 wrote:
is it possible to block marines on ramp with lurker egg? i just lost game because i thought i could but they just pass by

Depends on the tileset, on fighting spirit you can block marines from every ramp with a single lurker egg as long as it's in the right position, I think on circuit breaker you might not be able to block it with one, you might need two.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
ProMeTheus112
Profile Joined December 2009
France2027 Posts
November 03 2017 22:47 GMT
#7188
yeah its only the dirt and jungle cliff ramp tileset that has the single small spot to block everything its a small spot lol
many times lost because i tried blocking it with a DT against another DT or something and failed :D
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
November 03 2017 22:51 GMT
#7189
Whats the standard amount of factories on 2 base for a tvt? How many machine shop? How fast do you typically get +1?
Never say Die! ||| Fight you? No, I want to kill you.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
Last Edited: 2017-11-04 07:57:46
November 04 2017 07:48 GMT
#7190
On November 04 2017 00:22 Dead9 wrote:
@Alpha-NP-
terran don't often opens mech because the current maps don't really support it. opening mech gives zerg the option of expanding much more easily than opening bio

@Golgotha

1. generally stasis then recall. for the most part arb energy isn't worth it unless you're playing a very slow game or have a lot of arbs

2. alt q q or f10 esq


lmao. that explains why I sometimes accidentally leave my games. Alt q q. Shit. thanks man.

On November 04 2017 01:08 Dead9 wrote:
except you can build a second stargate instead of getting energy upg and get more arbs, or just spend the resources on something else

it's +12 energy per arb. not worth the investment until much later on in the game when you want stasis + recall on a single arb


1. You make a sound argument. the energy doesn't seem that important that early on. However, I think Jealous showed me that it's better to get the energy first since you can't even use stasis right away if you upgrade stasis first. Is this true?

Also does it make sense to get recall first in a PvT situation? Or will it be a waste since the arbiter won't have 150 energy right away? That would mean stasis first is best.

2. PvZ. When facing a lurker field where the lurkers are not supported by mass hydra (hydras are in the back), isn't it better to save the storms for the hydras instead of hitting the lurkers that are spread apart? Better to just send in goons to kill the lurkers, then start storming when the hdyras come in to support the lurkers. What do you guys do?

If I see a clump of lurkers, I will definitely storm it. But when the lurkers are spread and I have to use a single storm for a single lurker, it seems like a waste. I need to save my storms for the mass hydras that will come in and kill my goons.
Liquid`Drone
Profile Joined September 2002
Norway28881 Posts
November 04 2017 12:12 GMT
#7191
What you generally do is use 1 storm + 1 dragoon shot on some lurkers at first, to thin out the field. This will generally lead to the zerg relocating his front lurkers, giving you more space. But this all depends on how many storms you have, because indeed, it is much more important to have storm left for the hydras.
But if you have like 6 storms and he has 8 lurkers, you can spend two of your storms + 2 goon shots killing two lurkers. Then you can reposition your units slightly further out, but you don't have to commit to the real push yet. But you keep periodically doing that, never using all your storms, but whenever you have more than 4 storms left, you can kill off a lurker. His contain becomes thinner (or he has to commit to more and more lurkers) while you, on most maps, manage to carve out a path so you don't have to engage against the field of burrowed lurkers.
Moderator
Ty2
Profile Blog Joined March 2013
United States1434 Posts
Last Edited: 2017-11-04 14:06:13
November 04 2017 14:05 GMT
#7192
--- Nuked ---
Writer
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
Last Edited: 2017-11-05 06:11:25
November 05 2017 06:02 GMT
#7193
On November 04 2017 21:12 Liquid`Drone wrote:
What you generally do is use 1 storm + 1 dragoon shot on some lurkers at first, to thin out the field. This will generally lead to the zerg relocating his front lurkers, giving you more space. But this all depends on how many storms you have, because indeed, it is much more important to have storm left for the hydras.
But if you have like 6 storms and he has 8 lurkers, you can spend two of your storms + 2 goon shots killing two lurkers. Then you can reposition your units slightly further out, but you don't have to commit to the real push yet. But you keep periodically doing that, never using all your storms, but whenever you have more than 4 storms left, you can kill off a lurker. His contain becomes thinner (or he has to commit to more and more lurkers) while you, on most maps, manage to carve out a path so you don't have to engage against the field of burrowed lurkers.


thanks man. cutting a path so that I can avoid the field is a great idea. I always focus on killing the entire thing, but why not just avoid it if I can bypass it. So a storm and a goon shot will always kill a lurker no matter the upgrades? if so, that is a good tip to always remember. and for now on, I will never double storm a single lurker. >_<

On November 04 2017 23:05 Ty2 wrote:
You get recall if you have very few arbiters (1 stargate) and stasis if you have 2. A build like 2 base arb where you’re likely to have only one stargate you’re gonna want recall because you have a much sooner arb so more energy and flexibility by the time terran usually pushes and it forces a greater reaction and influence on terran.


that makes sense. thanks man. if I am going for a fast arb timing, i will get recall first and try to end the game with the recall. but if it's a long macro game with multiple arbs, I will get stasis since it will probably mean multiple engagements.
Ty2
Profile Blog Joined March 2013
United States1434 Posts
November 05 2017 09:41 GMT
#7194
--- Nuked ---
Writer
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
November 05 2017 11:04 GMT
#7195
On November 05 2017 18:41 Ty2 wrote:
Show nested quote +
On November 05 2017 15:02 Golgotha wrote:
On November 04 2017 21:12 Liquid`Drone wrote:
What you generally do is use 1 storm + 1 dragoon shot on some lurkers at first, to thin out the field. This will generally lead to the zerg relocating his front lurkers, giving you more space. But this all depends on how many storms you have, because indeed, it is much more important to have storm left for the hydras.
But if you have like 6 storms and he has 8 lurkers, you can spend two of your storms + 2 goon shots killing two lurkers. Then you can reposition your units slightly further out, but you don't have to commit to the real push yet. But you keep periodically doing that, never using all your storms, but whenever you have more than 4 storms left, you can kill off a lurker. His contain becomes thinner (or he has to commit to more and more lurkers) while you, on most maps, manage to carve out a path so you don't have to engage against the field of burrowed lurkers.


thanks man. cutting a path so that I can avoid the field is a great idea. I always focus on killing the entire thing, but why not just avoid it if I can bypass it. So a storm and a goon shot will always kill a lurker no matter the upgrades? if so, that is a good tip to always remember. and for now on, I will never double storm a single lurker. >_<

On November 04 2017 23:05 Ty2 wrote:
You get recall if you have very few arbiters (1 stargate) and stasis if you have 2. A build like 2 base arb where you’re likely to have only one stargate you’re gonna want recall because you have a much sooner arb so more energy and flexibility by the time terran usually pushes and it forces a greater reaction and influence on terran.


that makes sense. thanks man. if I am going for a fast arb timing, i will get recall first and try to end the game with the recall. but if it's a long macro game with multiple arbs, I will get stasis since it will probably mean multiple engagements.

Well, you don't have to end the game. 2 base arb is a very safe build to do that can easily go into the late game. The threat of a recall is the most important aspect.


1. What do you think of saving the recall to recall on top of tanks? Instead of recalling into the main, why not recall on the enemy army and crush his force? But for some reason I don't see people doing this often.

2. Is there a post that shows the protoss wallins on Python? I've been doing random stuff but my walls are like a sieve. I have to use 3+ probes to fill the holes.
evilfatsh1t
Profile Joined October 2010
Australia8921 Posts
November 05 2017 12:13 GMT
#7196
recalls on army is harder to execute than you think.
you want your army to be already dispatched for mine clearing and stalling when terran comes out with their army. this usually means you dont have a nice ball of units clumped up waiting to be recalled because you need the army to be mobile for the map control.
2ndly, lets say you take a gamble and relinquish map control for the recall clump and then your arbiter gets emped...youre pretty fked right there lol. you havent stopped any advancement, and your army positioning is already shite because your zealots are standing in a clump somewhere doing nothing so terran gets to do whatever and just steamroll you
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
November 06 2017 07:22 GMT
#7197
In pvz, when you open gate first, what is the correct BO after the gate? I usually keep making probes and make a single zealot before I get the nexus. Which is at 16/17. Then I make a pylon, forge, cannon, and cyber in that order. Of course it's a bit different depending on how many zealots I get, but I believe I am doing it wrong and would like to optimize.
ajmbek
Profile Joined November 2008
Italy460 Posts
November 06 2017 09:47 GMT
#7198
On November 06 2017 16:22 Golgotha wrote:
In pvz, when you open gate first, what is the correct BO after the gate? I usually keep making probes and make a single zealot before I get the nexus. Which is at 16/17. Then I make a pylon, forge, cannon, and cyber in that order. Of course it's a bit different depending on how many zealots I get, but I believe I am doing it wrong and would like to optimize.


Never done that, but as seen in pro vods they usually make more zealots before nexus.
Sic iter ad astra
Demurity
Profile Joined April 2011
United States424 Posts
Last Edited: 2017-11-06 15:05:08
November 06 2017 15:04 GMT
#7199
On November 06 2017 18:47 ajmbek wrote:
Show nested quote +
On November 06 2017 16:22 Golgotha wrote:
In pvz, when you open gate first, what is the correct BO after the gate? I usually keep making probes and make a single zealot before I get the nexus. Which is at 16/17. Then I make a pylon, forge, cannon, and cyber in that order. Of course it's a bit different depending on how many zealots I get, but I believe I am doing it wrong and would like to optimize.


Never done that, but as seen in pro vods they usually make more zealots before nexus.


Making only one zealot is inefficient. If you're going gate first, you should make at least 3 to pressure zerg into making lings. I believe if you're making at least 3, you would have 3 pylons before nexus. But obviously, as the game goes, you have to adapt your build. Your order is fine though, forge, nexus, cyber - you can get a cannon before/after the nexus/cyber depending on what happens and how greedy you want to be.
|Terran|
Khrane
Profile Joined April 2010
United States127 Posts
November 06 2017 17:56 GMT
#7200
On November 06 2017 16:22 Golgotha wrote:
In pvz, when you open gate first, what is the correct BO after the gate? I usually keep making probes and make a single zealot before I get the nexus. Which is at 16/17. Then I make a pylon, forge, cannon, and cyber in that order. Of course it's a bit different depending on how many zealots I get, but I believe I am doing it wrong and would like to optimize.


I'm not a high-level Protoss by any means, but I've been using the Liquipedia Gateway-expand guide here. It seems somewhat outdated but OK as a baseline.

I have my own question about this, though:

When doing a Gateway-expand against Zerg, what is the proper response against a 9-pool with speed? Do I drop a forge at the wall and try to block with Probes + my first Zealot until I can get up cannons? Should I do that if it's a 4/5 pool? Or at that point do I have to block my ramp with the Zealot/Probes and sacrifice my Gate/Pylon?
Prev 1 358 359 360 361 362 488 Next
Please log in or register to reply.
Live Events Refresh
OSC
00:00
OSC Elite Rising Star #20
CranKy Ducklings127
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft329
RuFF_SC2 166
ProTech31
StarCraft: Brood War
Rain 2576
GuemChi 1949
Hm[arnc] 66
NaDa 11
Noble 6
Yoon 6
Dota 2
NeuroSwarm184
febbydoto51
LuMiX0
League of Legends
Doublelift4915
Counter-Strike
taco 308
minikerr48
Super Smash Bros
hungrybox535
Other Games
summit1g16658
JimRising 830
C9.Mang0283
XaKoH 125
Maynarde119
Organizations
Other Games
gamesdonequick2441
BasetradeTV71
[ Show 12 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP150
• davetesta47
• OhrlRock 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22162
Upcoming Events
Afreeca Starleague
7h 39m
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
8h 39m
Monday Night Weeklies
13h 39m
Afreeca Starleague
1d 7h
Leta vs ggaemo
Jaedong vs Queen
GSL
1d 8h
PiGosaur Cup
1d 21h
Kung Fu Cup
2 days
Replay Cast
2 days
The PondCast
3 days
KCM Race Survival
3 days
[ Show More ]
Escore
4 days
IntoTheTV X SOOP
4 days
CranKy Ducklings
5 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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 © 2026 TLnet. All Rights Reserved.