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Scout rush vs Corsair rush against Z

Forum Index > Brood War Strategy
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MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
March 09 2005 01:05 GMT
#1
When protoss fast gases against a zerg and opts for an early starport they essentially have 1 of 2 options. either getting a scout or a corsair. Obviously corsairs are picked much more often. I was wondering...

What is the cost of a scout vs the cost of a corsair?
What is the difference in damage and damage type done (air wise) from a scout and a corsair
How much longer does it take for a scout to build?
Exactly how much slower is a scout movement wise?

The obvious advantage of getting a scout is that it does deal damage to overlords faster with it's missels (no splash) and can shoot ground. This means if a zerg player decides to get an evolution chamber instead of getting hydralisks to defend from an early starport opening the scout has the option of shooting at drones or buildings.

Something im really begining to wonder is when is it better to get a Scout instead of a Corsair based on the map, position, and their opening.

For instance in closer spots would it be a better idea to get a Scout (assuming your opening with a fast starport) since the distance the scout has to travel is minimal?

Would it be better to get a Scout on neostalgia where the zerg dose not have a second gas natural and therefor is much more likely to get an evolution chamber if he expands

If a zerg decides to 2 hatch in main would it be a better idea to get a corsair since their would be less of a chance of getting an evo chamber etc.


What are some basic rules we can come up with so we have a better understanding of wich of these two to open with when put in diffrent situations.
Follow me on twitter: CallMeTasteless
ManaBlue
Profile Blog Joined July 2004
Canada10458 Posts
March 09 2005 01:18 GMT
#2
Typically Scouts are better for Overlord/Drone kills and corsairs are better for strictly scouting. Build one or the other based on your intentions.
ModeratorTL VOD legends: Live2Win, hasuprotoss, Cadical, rinizim, Mani, thedeadhaji, Kennigit, SonuvBob, yakii, fw, pheer, CDRdude, pholon, Uraeus, zatic, baezzi. The contributors make this site what it is. *Props to FakeSteve for respecting the guitar gods*
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
March 09 2005 01:31 GMT
#3
corsair is better because it's faster.. scouting is more important than the odd overlord kill, and a den deters scout damage anyway

which means all the overlords you'll kill will be floating around the map, and corsairs can kill those anyway
Moderatormy tatsu loops r fuckin nice
SainT
Profile Joined February 2005
Chile1067 Posts
March 09 2005 01:48 GMT
#4
On March 09 2005 10:31 FakeSteve[TPR] wrote:
corsair is better because it's faster.. scouting is more important than the odd overlord kill, and a den deters scout damage anyway

which means all the overlords you'll kill will be floating around the map, and corsairs can kill those anyway

yeah i agree, and u can always use Disruption Web if the game gets very long
Well i'm a lucky man...
decafchicken
Profile Blog Joined January 2005
United States20019 Posts
March 09 2005 03:13 GMT
#5
My friend used scouts to take damage while other units attacked vs me, it was a bitch ><
how reasonable is it to eat off wood instead of your tummy?
Hot_Bid
Profile Blog Joined October 2003
Braavos36374 Posts
March 09 2005 03:16 GMT
#6
On March 09 2005 12:13 decafchicken wrote:
My friend used scouts to take damage while other units attacked vs me, it was a bitch ><


why doesn't he just build more zealots or dragoons (who actually have ground attack) to "take damage" with the money it costs to build scouts...
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
uhjoo
Profile Joined October 2004
Korea (South)1740 Posts
March 09 2005 03:26 GMT
#7
scouts are a "surprise tactic" so you can't use it frequently but when you mix it in against odd opponents who don't know your style they can be very very effective.

the scout isn't worthwhile unless you catch at least a few drones, so the best case scenario is that you completely surprise him, eat a few drones, and take down 2 or 3 ols. he will naturally go hydra and if you can get a timing rush with around 4 zeals plus a goon or so you can do some early damage since most z's won't sunken when they see you went 1 gate or you're guarding your ramp with a cannon.

the scout opening is similar in principle to a sair to fast +1 speed zeals from 3 gates, except that your first rush with a few zeals and a goon or so comes faster, without legs and upgrade.

nal_ra vs july on raid assault (i forgot which league, it was a team league i believe) is a perfect example.
i want bubbles the warrior monkey back
Day[9]
Profile Blog Joined April 2003
United States7366 Posts
March 09 2005 03:38 GMT
#8
On March 09 2005 10:31 FakeSteve[TPR] wrote:
corsair is better because it's faster.. scouting is more important than the odd overlord kill, and a den deters scout damage anyway

which means all the overlords you'll kill will be floating around the map, and corsairs can kill those anyway


i disagree strongly

both are extremely effective in different circumstances

Yea sure corsairs are faster and can scout better, but scouts can be extremely effective if the zerg tries to tech and get away with 1-2 hydras

i'd say go for closer positions on temple w/ the scout maybe? i'm not sure. Scouts can be used very effectively tho
Whenever I encounter some little hitch, or some of my orbs get out of orbit, nothing pleases me so much as to make the crooked straight and crush down uneven places. www.day9.tv
Louder
Profile Blog Joined September 2002
United States2276 Posts
March 09 2005 03:54 GMT
#9
sairs can provide scouting throughout the game though and scouts can't. i tihnk unless you're certain you can do damage with a scout you should avoid it. if you go for a very fast stargate build and have good probe micro you should be able to keep your probe alive long enough to see if they're waiting on den, getting evo, etc etc
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
Last Edited: 2005-03-09 04:12:30
March 09 2005 04:10 GMT
#10
On March 09 2005 12:38 Day[9] wrote:
Show nested quote +
On March 09 2005 10:31 FakeSteve[TPR] wrote:
corsair is better because it's faster.. scouting is more important than the odd overlord kill, and a den deters scout damage anyway

which means all the overlords you'll kill will be floating around the map, and corsairs can kill those anyway


i disagree strongly

both are extremely effective in different circumstances

Yea sure corsairs are faster and can scout better, but scouts can be extremely effective if the zerg tries to tech and get away with 1-2 hydras

i'd say go for closer positions on temple w/ the scout maybe? i'm not sure. Scouts can be used very effectively tho


definitely true

but throw in the fact that if you're going 1gate star you arent going to know whether or not your star will do any damage until you actually get there. Scout and Sair are both effective in different situations, but the scout situation is pretty specific. Scouts are generally cumbersome whereas corsairs are already really fast (and so, good for looking around as long as its alive), which makes it better in situations where 1gate star was ineffective

i think that makes it edge out the scout by a bit. I agree that really close positions (like 12v3 where the scout's slow movement doesnt make you lose the opportunity for a drone kill or what have you) can make the scout really really powerful.

As a general rule I think it's always better to assume the zerg will be prepared if you 1gate star, and make a corsair instead of a scout, because you'll still be able to kill overlords

And scouts are much more expensive, delaying the segue into templar tech
Moderatormy tatsu loops r fuckin nice
rpf289
Profile Joined October 2004
United States3524 Posts
March 09 2005 04:20 GMT
#11
If you go sair, you can build your citadel just as the stargate is finishing. If you go scout, you have to wait until after starting the scout to build your citadel.

Sair is best for scouting and one ol kill. Scouts are best to throw off the Zerg, as they now will have to deal with drone kills and whatnot. Scouts can be terribly distracting.

All I can say is only 1gate star if you don't see a third hatch go down. 3hatch = powerful econ and unit pump. 1gate star works if they 2hatch, as you can see what tech they are going for and know exactly how to counter it. After your star, go forge or citadel, and then expo or temp, respectively, and depending on what they do. If you see a den and a lair, I would go for a forge to cannon my choke for lurks and just expo and go 7gate goon/zeal/temp/ob while taking an island and dt dropping a main or an expo of theirs.
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
March 09 2005 04:22 GMT
#12
rpf no sc advice from you
Moderatormy tatsu loops r fuckin nice
rpf289
Profile Joined October 2004
United States3524 Posts
March 09 2005 04:42 GMT
#13
...just like how we shouldn't ask for advice on girls from you. =)

I bet I get banned for that.
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
March 09 2005 04:43 GMT
#14
the difference here is that in reality i'm quite charming

but you are terrible at starcraft
Moderatormy tatsu loops r fuckin nice
Ghin
Profile Blog Joined January 2005
United States2391 Posts
March 09 2005 04:52 GMT
#15
Corsair is not only faster, corsair also costs less resources.
Legalize drugs and murder.
XaI)CyRiC
Profile Joined October 2002
United States4471 Posts
March 09 2005 04:54 GMT
#16
I actually kinda like when the Z goes spores to counter what they expect to be a Sair coming out of that fast stargate. Usually they do it when they don't want to get gas for hydra/den and usually don't put their spores next to their min line. As such, when that Scout pops out surprisingly (unless you do it a lot) the Z is ill-prepared for it. You can probably catch a lord or two and probably pick off drones from as it takes more than one spore to protect an entire mineral line from a Scout (I think). In the time it takes for the Z to put up an extractor, den, and a hydra or two, you could have done a lot of damage. If they decide to pop down a couple of spore at each of their bases then I think you've still won a big advantage in their expenditure. You might even be able to take them out with limited ground forces if they lose too much or spend too much on anti-air.

Mostly though the Scout throws the Z off their game and that alone can be worth the extra resources. Personally I don't really think the Sair's extra speed helps me scout that much better, but that's just me. Of course if they had been going for hydra already then you might have shot yourself in the foot.
Moderator
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
Last Edited: 2005-03-09 11:17:09
March 09 2005 04:54 GMT
#17
thank you for mentioning two things already covered ghin
Moderatormy tatsu loops r fuckin nice
rpf289
Profile Joined October 2004
United States3524 Posts
March 09 2005 05:01 GMT
#18
Step off, bitch.
XaI)CyRiC
Profile Joined October 2002
United States4471 Posts
March 09 2005 05:05 GMT
#19
You two want to get a room for yourselves?
Moderator
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
March 09 2005 05:42 GMT
#20
I do like getting 1 scout.

its more harrassier...more overlord kill and ability to kill a few drones.
But im not a P player :D
Enter a Uh
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
March 09 2005 05:53 GMT
#21
What exactly are the cost diffrences, damage differences and building time differences of the two?
Follow me on twitter: CallMeTasteless
Locked
Profile Joined September 2004
United States4182 Posts
Last Edited: 2005-03-09 05:57:19
March 09 2005 05:56 GMT
#22
On March 09 2005 14:53 MyLostTemple wrote:
What exactly are the cost diffrences, damage differences and building time differences of the two?


scouts cost and build time is like twice as much...

scouts kill faster



isn't this all stuff you could just look up --;

like if you cared enough
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
rpf289
Profile Joined October 2004
United States3524 Posts
Last Edited: 2005-03-09 06:00:34
March 09 2005 05:59 GMT
#23
On March 09 2005 14:05 XaI)CyRiC wrote:
You two want to get a room for yourselves?
I will bring the video camera...

On March 09 2005 14:53 MyLostTemple wrote:
What exactly are the cost diffrences, damage differences and building time differences of the two?

Looking them up right now!~

Sair: 150/100; 5 damage per attack; build time: 40
Scout: 275/125; 28 damage per attack (air), 8 damage per attack (ground); build time: 80
Locked
Profile Joined September 2004
United States4182 Posts
Last Edited: 2005-03-09 10:04:42
March 09 2005 06:11 GMT
#24
On March 09 2005 14:59 rpf289 wrote:
Show nested quote +
On March 09 2005 14:53 MyLostTemple wrote:
What exactly are the cost diffrences, damage differences and building time differences of the two?

Looking them up right now!~

Sair: 150/100; 5 damage per attack; build time: 40
Scout: 275/125; 28 damage per attack (air), 8 damage per attack (ground); build time: 80


don't forget cooldown..... =o

damage type too... (sair explosive, scout air is explosive..... which doesn't actually matter vs ovies though >.>, and they're the same anyhow >.>)


also range.... one of them is actually higher than the other

sight range if you care about scouting....
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
RedMeat
Profile Joined September 2002
United Kingdom490 Posts
March 09 2005 06:28 GMT
#25
lol, this thread is funny. Go Steve!!!
I am the mirror, I am the destiny, I am the herald that points the way...
rpf289
Profile Joined October 2004
United States3524 Posts
March 09 2005 06:57 GMT
#26
Why is it that the British always gang up on me? It's not my fault farmers with pitchforks fended off the Redcoats. Sheesh.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 09 2005 07:32 GMT
#27
Scouts are good.
Corsairs are good.
Situational + preference.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
ssjevot
Profile Joined October 2004
United States66 Posts
March 09 2005 08:29 GMT
#28
I want to make some corrections to those stats. Sairs are explosive. ROF(Cooldown) is 8 for a corsair and 30/22 (Ground/Air) for a Scout(lower is better). Scouts do not do 28 damage. They do 14x2 this means they do 14 damage twice. So armor is effected twice. For some reason though the attack ups count this already. So if it says 28+2 in the attack its really 15 twice. Moral of the story. Scouts are one of the worst units in the game. They aren't good vs Carriers as there 4 armor effects them twice. So what are they good for? The Stove or Drone harass. That is about it. If you ever need to know any stats for any units/buildings just ask me I know them all.
Terross
Profile Joined November 2003
United States878 Posts
March 09 2005 09:01 GMT
#29
i only go scouts when i manage to keep my probe / other scout alive to see he is evo vs stargate(ov sees stargate) instead of den. Usually i citadel anyways and not stargate though.
I am Joe oO;
omgbnetsux
Profile Blog Joined April 2004
United States3749 Posts
March 09 2005 09:31 GMT
#30
Oh the irony
A scout is too slow to scout!
Sairs are much faster...

But a speed upgrade?
Two hundred of each too much...
I will not build them!
Mora
Profile Blog Joined October 2002
Canada5235 Posts
March 09 2005 09:52 GMT
#31
as a zerg player i enjoy playing vs fast corsair and occaisonally fear playing vs fast scout.

1scout > 1 hydra.

So they need 2.

And who cares if a sair is faster? A scout still moves faster than a hydra, and spore colonies don't move. AND a scout kills overlords faster. So you have a sair, which, if they have a single hydra, cannot kill overlords. And you have scout, which can take out the hydra and then take out overlords - or - can take out an overlord, survive, and go harass some more.

You people make it sound like just because a scout doesn't move as fast as a corsair that it can't scout at all. Go play 10 pvz, go scout every single game, save all 10 reps, and if you can show me a single rep where u can't scout both their main and expo without losing your scout, i will be shocked.


Happiness only real when shared.
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
March 09 2005 11:21 GMT
#32
as a zerg player who knows 1gate star is coming (overlord sacrifice? and if they're retarded they dont even make a goon... come on)

i think making only 1 hydra is retarded, and making spores is even worse
Moderatormy tatsu loops r fuckin nice
probekim
Profile Joined March 2005
Korea (South)3 Posts
March 09 2005 12:36 GMT
#33
Gillette OGN Star league finals game 1 @Nostalgia
Reach vs July is a good example of how to use scout in the early stage of game vs zerg
he uses scout and kills some drones, then push with zealots, then use dark templer to slow the timing of zerg's attack and expand. Later he makes corsair from the starport using corsair-darktempler.
kool game to watch.
in my opinion corsair is better but scout sometimes can be a surprise for zerg and really annoy them.
The Hero [Oops]_Reach
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
March 09 2005 13:22 GMT
#34
Interesting comments guys... so what do you think about getting a scout vs zerg on maps without a gas expo such as neostalgia versus a map such as lost temple where your expansion has a gas nat. When is the scout stronger to rush with?
Follow me on twitter: CallMeTasteless
Mora
Profile Blog Joined October 2002
Canada5235 Posts
March 09 2005 14:40 GMT
#35
On March 09 2005 20:21 FakeSteve[TPR] wrote:
as a zerg player who knows 1gate star is coming (overlord sacrifice? and if they're retarded they dont even make a goon... come on)

i think making only 1 hydra is retarded, and making spores is even worse


How exactly do u counter sairs and/or scout without making a hydra or a spore?

Most zerg players make drones when they see a stargate opening. So either they make 1-4 hydra or a spore at their choke.

1 hatch scourge? xDDDD
Happiness only real when shared.
sundance
Profile Blog Joined May 2004
Slovakia3201 Posts
March 09 2005 16:52 GMT
#36
On March 09 2005 12:26 uhjoo wrote:
scouts are a "surprise tactic" so you can't use it frequently but when you mix it in against odd opponents who don't know your style they can be very very effective.

the scout isn't worthwhile unless you catch at least a few drones, so the best case scenario is that you completely surprise him, eat a few drones, and take down 2 or 3 ols. he will naturally go hydra and if you can get a timing rush with around 4 zeals plus a goon or so you can do some early damage since most z's won't sunken when they see you went 1 gate or you're guarding your ramp with a cannon.

the scout opening is similar in principle to a sair to fast +1 speed zeals from 3 gates, except that your first rush with a few zeals and a goon or so comes faster, without legs and upgrade.

nal_ra vs july on raid assault (i forgot which league, it was a team league i believe) is a perfect example.

It was exactly URGK MSL and 1st person vod is here:
http://gosureplays.com/e107_files/downloads/DisTanT/First/MSLfirstnalravsjuly.rar
Nick Cave & the Bad Seeds
Resonate
Profile Joined October 2002
United Kingdom8402 Posts
Last Edited: 2005-03-09 17:09:00
March 09 2005 16:55 GMT
#37
i prefer a scout cos if he goes hydra and you attack with 3-4 zeals and a goon you can pimp maybe 3 ol kills in the time he takes to get the hydra to defend offf your army, but a sair kills much slower so you'll never get more than 2 ols and it can die too fast to concentrated fire cos of lower hitpoints. Then and again, if u think he's a muta player, get a sair cos you're going to want more of them vs his mutas (unless u prefer archons or whatever).

edit: but obviously i don't try that every game....
Memory lane in nice
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
Last Edited: 2005-03-09 20:30:25
March 09 2005 20:26 GMT
#38
On March 09 2005 23:40 Teroru wrote:
Show nested quote +
On March 09 2005 20:21 FakeSteve[TPR] wrote:
as a zerg player who knows 1gate star is coming (overlord sacrifice? and if they're retarded they dont even make a goon... come on)

i think making only 1 hydra is retarded, and making spores is even worse


How exactly do u counter sairs and/or scout without making a hydra or a spore?

Most zerg players make drones when they see a stargate opening. So either they make 1-4 hydra or a spore at their choke.

1 hatch scourge? xDDDD


only one hydra

this means i think that going 2hatch spire when i know they're going 1gate star is retarded

reading comprehension is strong
Moderatormy tatsu loops r fuckin nice
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
March 09 2005 21:21 GMT
#39
On March 10 2005 05:26 FakeSteve[TPR] wrote:
Show nested quote +
On March 09 2005 23:40 Teroru wrote:
On March 09 2005 20:21 FakeSteve[TPR] wrote:
as a zerg player who knows 1gate star is coming (overlord sacrifice? and if they're retarded they dont even make a goon... come on)

i think making only 1 hydra is retarded, and making spores is even worse


How exactly do u counter sairs and/or scout without making a hydra or a spore?

Most zerg players make drones when they see a stargate opening. So either they make 1-4 hydra or a spore at their choke.

1 hatch scourge? xDDDD


only one hydra

this means i think that going 2hatch spire when i know they're going 1gate star is retarded

reading comprehension is strong


How is that lack of reading comprehension? Nobody (rarely) goes Hydra Den, and Lair, building only 1 Hydra for Corsair protection with the intention of going Spire. A more likely intention with only 1 Hydra out is to pump drones and go one base Lurkers. This is because Toss has already invested in a Stargate and will most likely be going for Templar tech next instead of Robo Tech. The Lurkers let your contain last for a longer time (or if you're lucky get inside Toss' base) and let you double expand.

I'm just posting this because it pissed me off that you say "reading comprehension is strong". I only build ONE Hydra versus Stargate tech when I one base, and I don't have a single replay of me rushing Spire after doing that. So I don't know if I'm not following you (possible) or you're just an asshole (also possible).
Moderator
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
March 09 2005 21:28 GMT
#40
who the hell said anything about playing from one base?

i said 'reading comprehension' because he thought i meant 'you dont need hydras or spores to defend against sair'

please tell me what you plan on doing if you aren't making a spire or more than one hydra?

mass lings->sauron-esque play?

Moderatormy tatsu loops r fuckin nice
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
Last Edited: 2005-03-09 21:34:21
March 09 2005 21:33 GMT
#41
and mora mentioned the zerg having to build a second hydra to defend against scouts?

another hydra vs an opening that doesnt do any damage when a second hydra is made
hmm.. who's ahead?

we can agree that a star opening cant do any damage to a prepared zerg (inside the zerg base).. but scout has no applications after the opening... Well it does, but the corsair does it better -_-


Moderatormy tatsu loops r fuckin nice
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
March 09 2005 21:35 GMT
#42
personally i think 1gate star is a bad opening all around.. i just cant stand being so passive
Moderatormy tatsu loops r fuckin nice
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
March 09 2005 21:39 GMT
#43
Yep I'll agree with that. From my Zerg perspective Sair Toss is the easiest opening to walk all over.
Moderator
IcarusFalls
Profile Joined October 2003
Canada94 Posts
March 09 2005 23:45 GMT
#44
yup my zerg perspective too.. i like NEVER lose when they open with that.. and VERY rarely has a protoss been able to get past the 15 min mark against me... but then again sair to reaver or sair to zeal rush can really catch a zerg off guard... that's really all this strat is for.. catching the zerg off guard
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
March 10 2005 02:32 GMT
#45
ok guys well lets assume the protoss player is actually good : P im still more interested in weather a scout is stronger on maps where the zerg has no expansion that has a gas natural... what do you guys think of MAPS WITH NO GAS NATURAL and using scouts.
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FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
March 10 2005 03:02 GMT
#46
thats pretty irrelevant

for the toss its only a 25 gas difference (the goal of a 1gate star is a secure expansion anyway)

for zerg the proper counter isnt exactly gas-heavy
Moderatormy tatsu loops r fuckin nice
Naib
Profile Blog Joined November 2004
Hungary4843 Posts
March 10 2005 03:23 GMT
#47
I like the way of Nal_rA using scouts...they are sooo cool Only good for surprise tactic, ofcorz
Complete the cycle!
uhjoo
Profile Joined October 2004
Korea (South)1740 Posts
March 10 2005 03:31 GMT
#48
On March 10 2005 11:32 MyLostTemple wrote:
ok guys well lets assume the protoss player is actually good : P im still more interested in weather a scout is stronger on maps where the zerg has no expansion that has a gas natural... what do you guys think of MAPS WITH NO GAS NATURAL and using scouts.


it's probably less effective, b/c most zergs with no gas nats go ling lurk, or even 3/4 hatch hydra or ling hydra so even if you "surprise" them with scouts, they'll probably already have a den and some hydra.
i want bubbles the warrior monkey back
Mora
Profile Blog Joined October 2002
Canada5235 Posts
March 10 2005 16:04 GMT
#49
On March 10 2005 05:26 FakeSteve[TPR] wrote:
Show nested quote +
On March 09 2005 23:40 Teroru wrote:
On March 09 2005 20:21 FakeSteve[TPR] wrote:
as a zerg player who knows 1gate star is coming (overlord sacrifice? and if they're retarded they dont even make a goon... come on)

i think making only 1 hydra is retarded, and making spores is even worse


How exactly do u counter sairs and/or scout without making a hydra or a spore?

Most zerg players make drones when they see a stargate opening. So either they make 1-4 hydra or a spore at their choke.

1 hatch scourge? xDDDD


only one hydra

this means i think that going 2hatch spire when i know they're going 1gate star is retarded

reading comprehension is strong


If you have an expansion and a main base and you know that scouts move faster than upupgraded hydras, than u need 2 hydras minimum per base. that's 4 hydralisks. And that's just to protect your mineral line. If you have a single overlord that is outside your mineral range, the scout will kill the overlord before dieing. Even vs 2 hydralisks.

A corsair on the other hand cannot kill even a single overlord if even a single hydra is attacking it.

And if im going scout, its usually with the intention of urging you to go hydra. It is much easier to adapt to a zergs play when you are forcing them into a situation. Sair does not force anything. Scouts do.

But on the whole, i am not a big fan 1stargate opening. However, i do feel that 9 times out of 10, if you ARE going to make a starport as fast tech, that a scout is better. Map and positions and the zerg opening build are also obviously important.

Thansk to Chill for coming to save me. Chill and Steve, you are both some of my greatest bnet friends, so pls do not quabble.
Happiness only real when shared.
Famouzze
Profile Joined June 2004
971 Posts
March 10 2005 18:11 GMT
#50
briefly, scout is better if either he's unaware of the stargate or the stargate comes really fast, which forces him to go spore rather than hydra. so if he went spore and you went scout you can own his drones, works really well. sair is better if he has hydra or muta fast enough rather than spore, since obviously spore > sair.
Calixtus
Profile Joined January 2019
Singapore4 Posts
January 16 2019 16:01 GMT
#51
If I buy over Blizzard, I will implement several changes. First, Infested Terran Splash Damage Range is increased to that of Reaver's Scarab. Second, Sunken Colonies be returned to 400 HP and 1 Armour. Third, Ultralisks gain base 3 Armour. I have my reasons for this, if anyone wishes to know, just reply here.

Infested Terrans also do full damage while under the Dark Swarm, instead of just Splash Damage.

One more thing: Zealots be returned to 80 HP and 80 Shields. And the Scourge should be slightly faster in speed, while the Sunken Colony's attack should be unaffected by Dark Swarm.

Perhaps have the Attack Upgrade of the Ultralisks be +4? Also, when a Scourge hits, the Unit automatically dies, instead of having a delay in the death animation. The Devourers have an Attack Range of 7, and the Scout has a Ground Attack value of 10, while gaining Detector for a Range of 6, after Researching Apial Sensors, at a cost of 200 Minerals and 200 Vespene Gas. The Scout's Sight Range is increased from 10 to 12 too with the Upgrade. Finally, the Overlord's Evolution, Antennae, costs 100 Minerals and 100 Vespene Gas.

How about Spawn Broodlings costing 125 Energy? And of course lifting the object limiter for the Valkyrie.

User was temp banned for this post.
L_Master
Profile Blog Joined April 2009
United States8017 Posts
Last Edited: 2019-01-16 16:18:05
January 16 2019 16:17 GMT
#52
So you bumped an almost 15 year old thread to tell us your E level wizened and drastic changes to this game that are never going to happen.

JFL.

At least the thread was a fun read back in time.
EffOrt and Soulkey Hwaiting!
EndingLife
Profile Blog Joined December 2002
United States1594 Posts
January 16 2019 17:07 GMT
#53
Hahahaha what a bump!
aokces
Profile Joined October 2006
United States309 Posts
Last Edited: 2019-01-16 17:33:18
January 16 2019 17:21 GMT
#54
With the power of MPQ editing you can make all (most) of those changes come true!
Overall the Scout is just underused because it's slow and expensive, and with PvZ you need a "scout" ASAP since zerglings are denying all of your scouting probes.

Since we're talking about scout vs corsairs, here's my buff that will never see the light of day:

I would make it a true "scout" by making it only cost 1 supply, cost 75/100. Half stats and build time.
Ground attack halved (4 +1) changed to concussive. Air attack reduced (6x2 +2).
Starts with speed and give it an upgrade that gives its ground attacks splash damage.

But I also feel bad for zerg so give hydras +1 air range with the range upgrade (yes the hydra can actually have separate ground/air attacks like the goliath). While I'm fantasizing zerg buffs I'd also like 125 energy broodlings to be cloaked, have 5 armor, and the number created is double the supply of the unit killed. Which wouldn't really change anything but would be cooler.
y2k
Profile Joined January 2019
31 Posts
January 16 2019 17:30 GMT
#55
I can get behind your change aokces, although as you said it's never going to see the light of the day and I do think that is fair, because cmon BW is just awesome as is <3 Yeah sure maybe some races have advantages over others in general but that can all be balanced with different means i.e. maps. As for the thread bump... Let's not talk about that, but you really can see what race he is playing :D
EndingLife
Profile Blog Joined December 2002
United States1594 Posts
Last Edited: 2019-01-16 17:36:08
January 16 2019 17:35 GMT
#56
I thought scouts should have came with speed for quite some time. Jaeyun mentioned that the speed upgrade should have came via the cybernetics core and that makes more sense. Imagine being able to one shot drones with a 5 +1 scout timing that doesn't take ages to build because of the fleet beacon/speed upgrade and time and cost? I do a scout opening after gateway expand vs zerg but it comes a bit too slow. 6 of them with speed and +1 attack usually comes right before 9 minutes.
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
January 16 2019 18:01 GMT
#57


famous game of a scout opening for all the immediate naysayers; no doubt its less efficient than a sair opening, but one should never dismiss the power of novelty.
Never say Die! ||| Fight you? No, I want to kill you.
kaspa84
Profile Joined July 2016
Brazil169 Posts
Last Edited: 2019-01-16 18:22:08
January 16 2019 18:20 GMT
#58
Interesting people commenting sair vs scout pre Bisu revolution...

But it seems to me that scout is good if Z skips Hydras, like some Jangbi vs Crazy-Hydra on the last proleague (hybrid one).

Edit: Agree with above about speed upgrade.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19231 Posts
January 21 2019 23:05 GMT
#59
How about giving it some way to have or use detection? Adding a stargate detector in SC2 was great cause you were no longer forced down a tech path just for seeing invisible units. I think this change would have very interesting results.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Liquid`Drone
Profile Joined September 2002
Norway28665 Posts
January 22 2019 17:09 GMT
#60
On January 17 2019 02:35 EndingLife wrote:
I thought scouts should have came with speed for quite some time. Jaeyun mentioned that the speed upgrade should have came via the cybernetics core and that makes more sense. Imagine being able to one shot drones with a 5 +1 scout timing that doesn't take ages to build because of the fleet beacon/speed upgrade and time and cost? I do a scout opening after gateway expand vs zerg but it comes a bit too slow. 6 of them with speed and +1 attack usually comes right before 9 minutes.


why would you attack with 6 scouts? 7 is the magic number. (oneshotting overlord is way better than oneshotting drones)
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