• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:00
CEST 20:00
KST 03:00
  • 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: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou17Weekly Cups (Oct 13-19): Clem Goes for Four2BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)81
StarCraft 2
General
5.0.15 Patch Balance Hotfix (2025-10-8) RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 13-19): Clem Goes for Four Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (March 17-23): Clem Bounces Back
Tourneys
RSL Season 2 Qualifier Links and Dates $1,200 WardiTV October (Oct 21st-31st) SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun Tenacious Turtle Tussle
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
SnOw's Awful Building Placements vs barracks Is there anyway to get a private coach? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion BSL Season 21
Tourneys
[Megathread] Daily Proleagues 300$ 3D!Community Brood War Super Cup #4 [ASL20] Semifinal B Azhi's Colosseum - Anonymous Tournament
Strategy
Current Meta Roaring Currents ASL final [I] Funny Protoss Builds/Strategies BW - ajfirecracker Strategy & Training
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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 Things Aren’t Peaceful in Palestine The Chess Thread Russo-Ukrainian War Thread Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Series you have seen recently... [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 Formula 1 Discussion NBA General 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
Sabrina was soooo lame on S…
Peanutsc
Our Last Hope in th…
KrillinFromwales
Certified Crazy
Hildegard
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2168 users

Simple Questions, Simple Answers - Page 381

Forum Index > Brood War Strategy
Post a Reply
Prev 1 379 380 381 382 383 484 Next
CaffeineFree-_-
Profile Blog Joined January 2010
United States712 Posts
April 02 2018 15:46 GMT
#7601
Hahaha what are you smoking desi
We say we love flowers, yet we pluck them. We say we love trees, yet we cut them down. And people still wonder why some are afraid when told they are loved
funnybananaman
Profile Joined April 2009
United States830 Posts
April 02 2018 16:34 GMT
#7602
i shouldnt have to be the one to say this but why is all this RM content in the brood war section? new game needs a new forum section. is there a simple answer to that besides Admin apathy?
Cryoc
Profile Joined July 2011
Germany909 Posts
Last Edited: 2018-04-02 17:37:52
April 02 2018 17:36 GMT
#7603
The gameplay is still exactly the same as brood war, remastered was only a graphical upgrade and a change of the battle.net interface (if that was an upgrade is debatable). So most of the information here applies to both.
http://www.twitch.tv/cryoc
Navane
Profile Blog Joined February 2007
Netherlands2749 Posts
April 03 2018 06:06 GMT
#7604
They have a seperate remastered balance section though; check it out: https://pinup.com/r1NYt5lsM
CaffeineFree-_-
Profile Blog Joined January 2010
United States712 Posts
April 03 2018 23:26 GMT
#7605
On April 03 2018 15:06 Navane wrote:
They have a seperate remastered balance section though; check it out: https://pinup.com/r1NYt5lsM

I missed shit like this. Now i just need to find rhose old lecaf comic strips
We say we love flowers, yet we pluck them. We say we love trees, yet we cut them down. And people still wonder why some are afraid when told they are loved
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
Last Edited: 2018-04-04 03:22:34
April 04 2018 03:19 GMT
#7606
I have a question regarding playstyle and build orders for each race. When I play Toss, especially PvZ, I don't have to follow a strict build order. I can kind of freestyle it by getting what I need based on what my probe and then sair scouts. That's why I like playing Toss, it doesn't require me to remember a long BO.

Zerg and Terran seem very different. In ZvT, you have to follow a BO to quickly get the 9 mutas. And Terran is even more so, very long BOs for TvZ and TvP.

With Toss I can play without a strict build order (just the opener), all I really do is keep in mind to get certain tech as the game goes on. Like +1 air, +1 weapons, speedlots, storm, observer, etc. With Toss, I don't look at my supply and think, "at X supply, I need X tech." A bit, but not so much.

Is it okay for me to play T and Z like this? Without following a strict build order? For example if you could simplify the important tech you need and their general order in a TvZ, would you be fine? Or does the 5 rax +1 need a strict BO to properly learn TvZ? How about for TvP?

Actually, in ZvT, I do kinda freestyle it after the mutas. My timing for hive changes depending on the game.
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
April 04 2018 05:36 GMT
#7607
it is okay for you to play this until you hit a strong enough enemy whose timings are so good, that not hitting your build order timings will put you behind and eventually lose the game.
of course you have react and adjust your play depending on the game, but doing so with an optimized build order variation is better than winging it.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
Last Edited: 2018-04-04 10:08:23
April 04 2018 09:55 GMT
#7608
On April 04 2018 14:36 Bakuryu wrote:
it is okay for you to play this until you hit a strong enough enemy whose timings are so good, that not hitting your build order timings will put you behind and eventually lose the game.
of course you have react and adjust your play depending on the game, but doing so with an optimized build order variation is better than winging it.


Thanks Bakuryu. Could you shore up my gameplan in ZvP? I have not memorized a BO for ZvP, just a regular 3 hatch opener. But this what I have planned so that I have some semblance of a BO and keeps me on track:

1. Open 3 hatch and use 1st 100 gas to get lair asap.
2. Make lings according to zealot pressure, drones when safe.
3. Spire asap and get scourge.
4. get 4th and 5th hatch.
5. start sim city, upgrades, and hydralisks.
6. Survive the mass speedlot push with any means necessary.
7. Get to hive and freestyle it.

I know this is really barebones and a bit messy, but this has actually helped me far more than trying to strictly follow a BO. I got this from Day9's advice from his 'Let's learn SC'. He said that instead of following a strict BO, it was better to understand how a matchup plays out and generally flows.

This is also similar to the advice you gave me many years ago regarding ZvP, very helpful and I highly suggest this approach to newcomers. My PvZ has gotten much better since I am not a BO robot, and I can adjust accordingly at any time.

I'd like to hear from more Zs and Ts about a guideline that helps you in your games. Not a BO, just a general structure that helps take you to the late game.

For fun here is my Protoss gameplan:
1. Open FE forge or Gateway expand depending on the map. Don't die to ling run-by.
2. Get sair asap.
3. Then get legs asap with +1 air and +1 weapons.
4. Mass gates and get ready to push with +1 speedlots.
5. Get Archives after enough zealots.
6. Get robo when you see mass hydra.
7. Try to kill the Z with speedlots and storm. If not, take a third.
8. Lurkers are out, start massing goons and storm.
9. If I am lucky and make it this far, frustrate myself with shuttle-reaver.

Of course there are many details that are not written down here (like when to cannon, how to wall, when to scout, when to poke with slow zealots, etc.) But those things come with playing the game and this list is simply to make sure I am on track.
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
April 04 2018 17:53 GMT
#7609
understanding how the matchup play out is really good.
having a game plan until lategame is really good.
adjusting to your enemy based on situation is really good.
following build orders is really good.

there always seemed to be a misconception about build orders among the newcomers and i never liked how Day9 addressed that in the vods i remember from him.

following BOs is not bad. "Strictly" following a BO in a wrong situation is bad. following BOs does not mean that you dont react to your opponent.

a (good) build order is a highly optimized way to play the game in certain situations. This optimization will lead to specific timings (like 10s attack timing window) which you can only hit using that build order.
build orders enable you repeatability on your side, making it way easier to learn the required actions because they "always" happen at the exact same time.
If the current executed build order (FFE +1 corsair +1 2 gate speedzeal) is up against something that needs adjustment (3 hatch hydra), you can play a build order variation (add cannons while still going corsair first) or you change your build order completely (responding with +1 4 gate speedzeal).

out of all the races/matchups, Zerg players in ZvP are the people most lacking good build orders, or build orders at all.(around C/C+ level). those zergs are lacking lots of timings and are somehow producing out of 4-5 hatches, which is still enough to keep up with similar skill level protoss player, because those protoss players are also lacking macro/timings beyond the 1st attack.

the key point about all of this is Timings.
you can have extremly good macro and extremly good micro, but if you have no timing you will always be fighting against more units of the enemy than normal which will always give you unfavorable battles.
And especially as T/P against Z, not hitting Timings is even more brutal, as Z can easily get more drones/units quickly.
in PvZ if your attack is late by "only" 14 seconds, zerg (5 hatch hydra) will have 5 more larva to make units and he will have lets say 20 hydras instead of 15 hydras. the difference is so big, that zerg would not need to add 1 sunken per entrance, and instead can use this money for faster 6th hatch while easily defending your attack.

(this was mostly attack Timings, but it also applies to defensive Timings, where you get the defense right when you need it and not, for example, randomly building cannons too early in fear of vulture harass)

Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 06 2018 09:39 GMT
#7610
On April 05 2018 02:53 Bakuryu wrote:
understanding how the matchup play out is really good.
having a game plan until lategame is really good.
adjusting to your enemy based on situation is really good.
following build orders is really good.

there always seemed to be a misconception about build orders among the newcomers and i never liked how Day9 addressed that in the vods i remember from him.

following BOs is not bad. "Strictly" following a BO in a wrong situation is bad. following BOs does not mean that you dont react to your opponent.

a (good) build order is a highly optimized way to play the game in certain situations. This optimization will lead to specific timings (like 10s attack timing window) which you can only hit using that build order.
build orders enable you repeatability on your side, making it way easier to learn the required actions because they "always" happen at the exact same time.
If the current executed build order (FFE +1 corsair +1 2 gate speedzeal) is up against something that needs adjustment (3 hatch hydra), you can play a build order variation (add cannons while still going corsair first) or you change your build order completely (responding with +1 4 gate speedzeal).

out of all the races/matchups, Zerg players in ZvP are the people most lacking good build orders, or build orders at all.(around C/C+ level). those zergs are lacking lots of timings and are somehow producing out of 4-5 hatches, which is still enough to keep up with similar skill level protoss player, because those protoss players are also lacking macro/timings beyond the 1st attack.

the key point about all of this is Timings.
you can have extremly good macro and extremly good micro, but if you have no timing you will always be fighting against more units of the enemy than normal which will always give you unfavorable battles.
And especially as T/P against Z, not hitting Timings is even more brutal, as Z can easily get more drones/units quickly.
in PvZ if your attack is late by "only" 14 seconds, zerg (5 hatch hydra) will have 5 more larva to make units and he will have lets say 20 hydras instead of 15 hydras. the difference is so big, that zerg would not need to add 1 sunken per entrance, and instead can use this money for faster 6th hatch while easily defending your attack.

(this was mostly attack Timings, but it also applies to defensive Timings, where you get the defense right when you need it and not, for example, randomly building cannons too early in fear of vulture harass)



Thanks Bakuryu. 100% agree with you regarding the importance of BOs. Your opponent will constantly have an edge if your BO is sloppy and all over the place. Great example of Zerg having 5 more larva if Toss is just 15 seconds late. That larva is the difference between zealots running over a base or being stopped cold.

But something that has tremendously helped me is first learning why a certain BO works and why the steps are so and so. Basically it's learning the stages of a matchup and having a general idea of what you should have during each stage of the game. Once I had a a gameplan of how Toss should react and the order in which I make units and buildings, I could then fine tuning as I had more practice games under my belt. I chose this method playing because it was a helluva lot easier than memorizing a BO and expedited my understanding of the matchup. That's why I found Day9's videos so helpful, he tells us not to worry about building the supply at 14 or 15, or having 20 marines at the 6 minute mark, instead he gives us an overall picture of where you should be at each phase of the game.

I am trying to do this now with Terran and I am having trouble. Here is my TvZ +1 5 rax gameplan that sets me up for late game:
1. Open 1 Rax FE.
2. Constantly make marines out of one rax until you are safe from zergling aggression.
3. Once you are safe, get gas, then engine bay, and then aca.
4. Once aca is down, start adding rax to have a total of 5.
5. Make turrets as needed after you scan the zerg base.
6. Keep making marines and medics and try to deny the third.
7. Get factory and double starport as soon as possible.

How is this for a basic game plan? I have most of the BO memorized, this is just something that further aids my memory.

Can someone help me with TvP? Flash's 200/200 push build is awesome but it's quite long. Anyway you guys simplify it? I'd love to use it as a starting point.
WGT-Baal
Profile Blog Joined June 2008
France3403 Posts
Last Edited: 2018-04-06 20:44:22
April 06 2018 15:22 GMT
#7611
On April 06 2018 18:39 Golgotha wrote:
Show nested quote +
On April 05 2018 02:53 Bakuryu wrote:
understanding how the matchup play out is really good.
having a game plan until lategame is really good.
adjusting to your enemy based on situation is really good.
following build orders is really good.

there always seemed to be a misconception about build orders among the newcomers and i never liked how Day9 addressed that in the vods i remember from him.

following BOs is not bad. "Strictly" following a BO in a wrong situation is bad. following BOs does not mean that you dont react to your opponent.

a (good) build order is a highly optimized way to play the game in certain situations. This optimization will lead to specific timings (like 10s attack timing window) which you can only hit using that build order.
build orders enable you repeatability on your side, making it way easier to learn the required actions because they "always" happen at the exact same time.
If the current executed build order (FFE +1 corsair +1 2 gate speedzeal) is up against something that needs adjustment (3 hatch hydra), you can play a build order variation (add cannons while still going corsair first) or you change your build order completely (responding with +1 4 gate speedzeal).

out of all the races/matchups, Zerg players in ZvP are the people most lacking good build orders, or build orders at all.(around C/C+ level). those zergs are lacking lots of timings and are somehow producing out of 4-5 hatches, which is still enough to keep up with similar skill level protoss player, because those protoss players are also lacking macro/timings beyond the 1st attack.

the key point about all of this is Timings.
you can have extremly good macro and extremly good micro, but if you have no timing you will always be fighting against more units of the enemy than normal which will always give you unfavorable battles.
And especially as T/P against Z, not hitting Timings is even more brutal, as Z can easily get more drones/units quickly.
in PvZ if your attack is late by "only" 14 seconds, zerg (5 hatch hydra) will have 5 more larva to make units and he will have lets say 20 hydras instead of 15 hydras. the difference is so big, that zerg would not need to add 1 sunken per entrance, and instead can use this money for faster 6th hatch while easily defending your attack.

(this was mostly attack Timings, but it also applies to defensive Timings, where you get the defense right when you need it and not, for example, randomly building cannons too early in fear of vulture harass)



Thanks Bakuryu. 100% agree with you regarding the importance of BOs. Your opponent will constantly have an edge if your BO is sloppy and all over the place. Great example of Zerg having 5 more larva if Toss is just 15 seconds late. That larva is the difference between zealots running over a base or being stopped cold.

But something that has tremendously helped me is first learning why a certain BO works and why the steps are so and so. Basically it's learning the stages of a matchup and having a general idea of what you should have during each stage of the game. Once I had a a gameplan of how Toss should react and the order in which I make units and buildings, I could then fine tuning as I had more practice games under my belt. I chose this method playing because it was a helluva lot easier than memorizing a BO and expedited my understanding of the matchup. That's why I found Day9's videos so helpful, he tells us not to worry about building the supply at 14 or 15, or having 20 marines at the 6 minute mark, instead he gives us an overall picture of where you should be at each phase of the game.

I am trying to do this now with Terran and I am having trouble. Here is my TvZ +1 5 rax gameplan that sets me up for late game:
1. Open 1 Rax FE.
2. Constantly make marines out of one rax until you are safe from zergling aggression.
3. Once you are safe, get gas, then engine bay, and then aca.
4. Once aca is down, start adding rax to have a total of 5.
5. Make turrets as needed after you scan the zerg base.
6. Keep making marines and medics and try to deny the third.
7. Get factory and double starport as soon as possible.

How is this for a basic game plan? I have most of the BO memorized, this is just something that further aids my memory.

Can someone help me with TvP? Flash's 200/200 push build is awesome but it's quite long. Anyway you guys simplify it? I'd love to use it as a starting point.


While this doesnt fully answer your question Light plays quite aggressively and seems to be moving out earlier than Flash. But he goes single armory to do it. Check the video day9 made of his(Light's) series vs best.

Edit: fixed typos
Horang2 fan
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 07 2018 01:03 GMT
#7612
On April 07 2018 00:22 WGT-Baal wrote:
Show nested quote +
On April 06 2018 18:39 Golgotha wrote:
On April 05 2018 02:53 Bakuryu wrote:
understanding how the matchup play out is really good.
having a game plan until lategame is really good.
adjusting to your enemy based on situation is really good.
following build orders is really good.

there always seemed to be a misconception about build orders among the newcomers and i never liked how Day9 addressed that in the vods i remember from him.

following BOs is not bad. "Strictly" following a BO in a wrong situation is bad. following BOs does not mean that you dont react to your opponent.

a (good) build order is a highly optimized way to play the game in certain situations. This optimization will lead to specific timings (like 10s attack timing window) which you can only hit using that build order.
build orders enable you repeatability on your side, making it way easier to learn the required actions because they "always" happen at the exact same time.
If the current executed build order (FFE +1 corsair +1 2 gate speedzeal) is up against something that needs adjustment (3 hatch hydra), you can play a build order variation (add cannons while still going corsair first) or you change your build order completely (responding with +1 4 gate speedzeal).

out of all the races/matchups, Zerg players in ZvP are the people most lacking good build orders, or build orders at all.(around C/C+ level). those zergs are lacking lots of timings and are somehow producing out of 4-5 hatches, which is still enough to keep up with similar skill level protoss player, because those protoss players are also lacking macro/timings beyond the 1st attack.

the key point about all of this is Timings.
you can have extremly good macro and extremly good micro, but if you have no timing you will always be fighting against more units of the enemy than normal which will always give you unfavorable battles.
And especially as T/P against Z, not hitting Timings is even more brutal, as Z can easily get more drones/units quickly.
in PvZ if your attack is late by "only" 14 seconds, zerg (5 hatch hydra) will have 5 more larva to make units and he will have lets say 20 hydras instead of 15 hydras. the difference is so big, that zerg would not need to add 1 sunken per entrance, and instead can use this money for faster 6th hatch while easily defending your attack.

(this was mostly attack Timings, but it also applies to defensive Timings, where you get the defense right when you need it and not, for example, randomly building cannons too early in fear of vulture harass)



Thanks Bakuryu. 100% agree with you regarding the importance of BOs. Your opponent will constantly have an edge if your BO is sloppy and all over the place. Great example of Zerg having 5 more larva if Toss is just 15 seconds late. That larva is the difference between zealots running over a base or being stopped cold.

But something that has tremendously helped me is first learning why a certain BO works and why the steps are so and so. Basically it's learning the stages of a matchup and having a general idea of what you should have during each stage of the game. Once I had a a gameplan of how Toss should react and the order in which I make units and buildings, I could then fine tuning as I had more practice games under my belt. I chose this method playing because it was a helluva lot easier than memorizing a BO and expedited my understanding of the matchup. That's why I found Day9's videos so helpful, he tells us not to worry about building the supply at 14 or 15, or having 20 marines at the 6 minute mark, instead he gives us an overall picture of where you should be at each phase of the game.

I am trying to do this now with Terran and I am having trouble. Here is my TvZ +1 5 rax gameplan that sets me up for late game:
1. Open 1 Rax FE.
2. Constantly make marines out of one rax until you are safe from zergling aggression.
3. Once you are safe, get gas, then engine bay, and then aca.
4. Once aca is down, start adding rax to have a total of 5.
5. Make turrets as needed after you scan the zerg base.
6. Keep making marines and medics and try to deny the third.
7. Get factory and double starport as soon as possible.

How is this for a basic game plan? I have most of the BO memorized, this is just something that further aids my memory.

Can someone help me with TvP? Flash's 200/200 push build is awesome but it's quite long. Anyway you guys simplify it? I'd love to use it as a starting point.


While this doesnt fully answer your question Light plays quite aggressively and seems to be moving out earlier than Flash. But he goes single armory to do it. Check the video day9 made of his(Light's) series vs best.

Edit: fixed typos


Thank you! Will do.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 07 2018 03:55 GMT
#7613


Is this the video u are talking about? I can't watch it until I get back home
Shock710
Profile Blog Joined December 2009
Australia6097 Posts
Last Edited: 2018-04-07 06:33:41
April 07 2018 06:33 GMT
#7614
Is larva streaming a wedding O_O wtf, he has 13k views holy shit whos wedding is this?
dAPhREAk gives Shock a * | [23:55] <Shock710> that was out of context -_- [16:26] <@motbob> Good question, Shock!
Fumapl
Profile Blog Joined September 2017
59 Posts
April 08 2018 07:21 GMT
#7615
On April 07 2018 15:33 Shock710 wrote:
Is larva streaming a wedding O_O wtf, he has 13k views holy shit whos wedding is this?

I belive it was Ha-im's 1st birthday ceremony
Fumapl
Profile Blog Joined September 2017
59 Posts
April 08 2018 14:45 GMT
#7616
Question to more fluent Korean speakers:

What does Firebathero's new korean nickname 흑운장 mean? What's the story behind it?
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 12 2018 14:30 GMT
#7617
hey I got a question about aggressive mining with vultures. let's say you have 6 vultures vs. 4 goons. How do you go about mining the goons? Do you select one vult for each goon? Or do you select as many as you can and directly place the mine near the goons? Do you set the mine right in front or behind? What's the best way? What about when you have 12 vultures vs. many goons. You have tanks coming from behind so you can dive at try to mine the goons, how do you mine properly so that the goons have trouble getting away from the mines?

Please teach me the art of vulture mining.
Jealous
Profile Blog Joined December 2011
10211 Posts
April 12 2018 16:01 GMT
#7618
On April 12 2018 23:30 Golgotha wrote:
hey I got a question about aggressive mining with vultures. let's say you have 6 vultures vs. 4 goons. How do you go about mining the goons? Do you select one vult for each goon? Or do you select as many as you can and directly place the mine near the goons? Do you set the mine right in front or behind? What's the best way? What about when you have 12 vultures vs. many goons. You have tanks coming from behind so you can dive at try to mine the goons, how do you mine properly so that the goons have trouble getting away from the mines?

Please teach me the art of vulture mining.

I'm no pro but I have played the various Vulture vs. Dragoon and Micro Tournament UMS a lot, and from my experience what I find to be easiest is to split your Vultures into two groups as they approach the Dragoons. One wraps around them to get behind, the others go in front. Then you magic box lay mines in front and behind the Dragoons at the same time. This is for pure Vulture vs. Dragoon.

As for your Tank scenario, I have less experience here, but I think that depending on numbers it may be better to lay no mines at all? It seems like you should just attack with Tank/Vulture into pure Dragoon because all the time you spend laying mines and wrapping around the Dragoons would be time that your Vultures are not shooting their 20 damage Shield-destroying Fragmentation Grenades. If you send too many back behind the Dragoons, that will expose your Tanks and they can just move forward and snipe them. I guess if one were to do it, I think if you can do it without the Protoss knowing, it may be the best way? Think like Boxer vs. Anytime. If you have 2 Vultures that are far behind the Dragoons outside of their vision laying mines as you are pushing with Tank/Vulture, if the Dragoons are retreating then they will inevitably walk into the minefield. I think that if you try to do it mid-fight, if you send too few then the Dragoons should be able to micro it down, if you send too many they will just snipe Tanks.

Perhaps a good Terran like Cryoc can weigh in?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 12 2018 16:13 GMT
#7619
On April 13 2018 01:01 Jealous wrote:
Show nested quote +
On April 12 2018 23:30 Golgotha wrote:
hey I got a question about aggressive mining with vultures. let's say you have 6 vultures vs. 4 goons. How do you go about mining the goons? Do you select one vult for each goon? Or do you select as many as you can and directly place the mine near the goons? Do you set the mine right in front or behind? What's the best way? What about when you have 12 vultures vs. many goons. You have tanks coming from behind so you can dive at try to mine the goons, how do you mine properly so that the goons have trouble getting away from the mines?

Please teach me the art of vulture mining.

I'm no pro but I have played the various Vulture vs. Dragoon and Micro Tournament UMS a lot, and from my experience what I find to be easiest is to split your Vultures into two groups as they approach the Dragoons. One wraps around them to get behind, the others go in front. Then you magic box lay mines in front and behind the Dragoons at the same time. This is for pure Vulture vs. Dragoon.

As for your Tank scenario, I have less experience here, but I think that depending on numbers it may be better to lay no mines at all? It seems like you should just attack with Tank/Vulture into pure Dragoon because all the time you spend laying mines and wrapping around the Dragoons would be time that your Vultures are not shooting their 20 damage Shield-destroying Fragmentation Grenades. If you send too many back behind the Dragoons, that will expose your Tanks and they can just move forward and snipe them. I guess if one were to do it, I think if you can do it without the Protoss knowing, it may be the best way? Think like Boxer vs. Anytime. If you have 2 Vultures that are far behind the Dragoons outside of their vision laying mines as you are pushing with Tank/Vulture, if the Dragoons are retreating then they will inevitably walk into the minefield. I think that if you try to do it mid-fight, if you send too few then the Dragoons should be able to micro it down, if you send too many they will just snipe Tanks.

Perhaps a good Terran like Cryoc can weigh in?


What's magic box? That sounds like something incredible that I don't know about. And by wrapping around you just mean manually controlling the vultures to go behind the goons right? Thanks jealous.
Jealous
Profile Blog Joined December 2011
10211 Posts
Last Edited: 2018-04-12 16:29:02
April 12 2018 16:28 GMT
#7620
On April 13 2018 01:13 Golgotha wrote:
Show nested quote +
On April 13 2018 01:01 Jealous wrote:
On April 12 2018 23:30 Golgotha wrote:
hey I got a question about aggressive mining with vultures. let's say you have 6 vultures vs. 4 goons. How do you go about mining the goons? Do you select one vult for each goon? Or do you select as many as you can and directly place the mine near the goons? Do you set the mine right in front or behind? What's the best way? What about when you have 12 vultures vs. many goons. You have tanks coming from behind so you can dive at try to mine the goons, how do you mine properly so that the goons have trouble getting away from the mines?

Please teach me the art of vulture mining.

I'm no pro but I have played the various Vulture vs. Dragoon and Micro Tournament UMS a lot, and from my experience what I find to be easiest is to split your Vultures into two groups as they approach the Dragoons. One wraps around them to get behind, the others go in front. Then you magic box lay mines in front and behind the Dragoons at the same time. This is for pure Vulture vs. Dragoon.

As for your Tank scenario, I have less experience here, but I think that depending on numbers it may be better to lay no mines at all? It seems like you should just attack with Tank/Vulture into pure Dragoon because all the time you spend laying mines and wrapping around the Dragoons would be time that your Vultures are not shooting their 20 damage Shield-destroying Fragmentation Grenades. If you send too many back behind the Dragoons, that will expose your Tanks and they can just move forward and snipe them. I guess if one were to do it, I think if you can do it without the Protoss knowing, it may be the best way? Think like Boxer vs. Anytime. If you have 2 Vultures that are far behind the Dragoons outside of their vision laying mines as you are pushing with Tank/Vulture, if the Dragoons are retreating then they will inevitably walk into the minefield. I think that if you try to do it mid-fight, if you send too few then the Dragoons should be able to micro it down, if you send too many they will just snipe Tanks.

Perhaps a good Terran like Cryoc can weigh in?


What's magic box? That sounds like something incredible that I don't know about. And by wrapping around you just mean manually controlling the vultures to go behind the goons right? Thanks jealous.

(Wiki)Magic Boxes

Super crucial for laying mines. You ever wonder why sometimes you select a group of Vultures, tell them to lay mines, and only one does it? But then the next time you do it, all of them lay mines? The answer is Magic Boxes.

By wrapping around, that is what I mean. Vultures are stupid fast.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Prev 1 379 380 381 382 383 484 Next
Please log in or register to reply.
Live Events Refresh
OSC
16:00
Masters Cup #150 Qual 1-2
davetesta27
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech103
BRAT_OK 95
UpATreeSC 75
Codebar 32
MindelVK 20
JuggernautJason8
StarCraft: Brood War
Bisu 1273
firebathero 425
Soulkey 178
Hyun 155
Mind 96
Movie 42
Yoon 34
scan(afreeca) 24
Rock 18
Mong 1
Dota 2
qojqva4981
Dendi1361
LuMiX1
Counter-Strike
fl0m1055
Other Games
Grubby1895
FrodaN1082
Beastyqt626
ceh9432
B2W.Neo404
mouzStarbuck229
KnowMe204
Skadoodle143
ArmadaUGS86
C9.Mang085
Trikslyr58
Mew2King53
QueenE51
OptimusSC23
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• maralekos1
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• Migwel
• LaughNgamezSOOP
StarCraft: Brood War
• Michael_bg 5
• Pr0nogo 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2807
League of Legends
• Nemesis3523
• imaqtpie1379
• TFBlade704
Upcoming Events
Tenacious Turtle Tussle
5h
The PondCast
16h
OSC
18h
WardiTV Invitational
1d 17h
Online Event
1d 22h
RSL Revival
2 days
RSL Revival
2 days
WardiTV Invitational
2 days
Afreeca Starleague
3 days
Snow vs Soma
Sparkling Tuna Cup
3 days
[ Show More ]
WardiTV Invitational
3 days
CrankTV Team League
3 days
RSL Revival
3 days
Wardi Open
4 days
CrankTV Team League
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
CrankTV Team League
5 days
Replay Cast
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
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
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 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.