• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:28
CEST 16:28
KST 23:28
  • 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 Team Map Contest #5: Presented by Monster Energy4Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3BGE Stara Zagora 2025: Info & Preview27Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3
Community News
Code S RO8 Results + RO4 Bracket (2025 Season 2)9BGE Stara Zagora 2025 - Replay Pack2Weekly Cups (June 2-8): herO doubles down1[BSL20] ProLeague: Bracket Stage & Dates9GSL Ro4 and Finals moved to Sunday June 15th13
StarCraft 2
General
TL Team Map Contest #5: Presented by Monster Energy Code S RO8 Results + RO4 Bracket (2025 Season 2) The SCII GOAT: A statistical Evaluation How herO can make history in the Code S S2 finals Jim claims he and Firefly were involved in match-fixing
Tourneys
RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Ro8 - Group A [GSL 2025] Code S: Season 2 - Ro8 - Group B SOOPer7s Showmatches 2025 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance
Brood War
General
BGH auto balance -> http://bghmmr.eu/ BW General Discussion Recent recommended BW games FlaSh Witnesses SCV Pull Off the Impossible vs Shu StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL20] ProLeague Bracket Stage - Day 4 [BSL20] ProLeague Bracket Stage - Day 3
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Beyond All Reason What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread Vape Nation Thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
NHL Playoffs 2024 TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 26771 users

[Q] Optic Flare in TvP?

Forum Index > Brood War Strategy
Post a Reply
Normal
Funchucks
Profile Joined June 2007
Canada2113 Posts
Last Edited: 2007-11-20 13:42:58
November 20 2007 11:54 GMT
#1
First off, I suck at Starcraft, which is why I'm not going to present the results of my own experiments - I'm so bad in other ways, that my strategic choices are comparatively irrelevant. I'm really more of a fan than a player.

I'm watching these pro games, where the terran has to get a barracks to make factories, and has to get an academy to get comsat, but other than that, they just sit idle. You almost never see a medic.

Because vultures and siege tanks are so awesome vs. protoss ground, terran is usually short on air defense, which protoss can abuse with shuttles and observers. I think a few early medics with optic flare seem a cheaper, better, faster, and easier investment in air defense than early goliaths.

Top unseen uses for medics in a terran metal vs. protoss game:
1) optic flare shuttles - super annoying
2) optic flare reavers - blind shuttle + blind reaver = ?
3) optic flare drop dragoons or anything else spotting for reavers
4) optic flare small groups of dragoons - a pair of fully-charged (non-cadeuceus) medics can blind a group of up to four dragoons and make them near-helpless until they retreat or get reinforced - I believe this is a feasible micro task

This is without mentioning the obvious target of optic flare: observers. Flaring small carrier groups would also be very annoying. Flared dark templars would be much less useful, and there are often a manageable number of them to flare.

Small medic groups are pretty tough. Besides their bit of armor, if they take damage, it goes away fairly quickly, and they're casters, so if you keep them alive, they recharge and become useful again eventually. They can stay useful to the end of the game and open up new options.

I think they should be used in pairs at minimum, not just for healing each other, but so you have enough flare in one spot to get a shuttle, its reaver, and its pair of zealots (worst case shuttle load in terms of spotting for the reaver).

Admittedly, 200/150 is a high price to pay early in the game for a pair of flaring medics (assuming that you have the academy for scans), but it would be money well-spent if you stopped a reaver drop cold, nullified a couple of surviving dragoons after vultures took out their zealot escort, or took away his observers when he's pinned by mines.

Later on, they could prove valuable again to make zealot-bombing clumsy, keep making protoss pay for new observers and take time to shoot down his old ones (or live without the psi they took), and help make stragglers easy pickings for vultures.

They also seem to combine well with other less-used units. Sci vessels and medics can wreck observers without spending scan. Wraiths can more easily hunt down blind shuttles and pick away at blinded dragoons. Obviously they support the other bio units (firebat/medic drops into the probe line, protect ghosts by flaring observers and healing the ghost, help keep initial marines alive to pick away at shuttles).

My questions are: has this stuff been tried seriously by good players? Is the micro just too much? The cost too high?

I'm sure it can't be as great an option as it seems when you don't see it in pro games. What's the fatal flaw here that I don't understand?
I serve my houseguests slices of butter.
nitram
Profile Blog Joined September 2004
Canada5412 Posts
November 20 2007 12:11 GMT
#2
I think the observer has the full range of "detection" even when blinded, as long as other units produce the sight around the observer.

Flaring a carrier (or group of) wont do much since interceptors have vision too.

Flaring a shuttle will be hard because you don't know which direction the shuttle is coming from. And flaring reavers will be difficult because you would have to flare each one, and the shuttle.

Lastly, a terran player would be to preoccupied macroing to have a sci vessel and medics running around.
These sites might be of more use than a StarCraft site, where the majority of posters look on WCIII as the dense misformed fetus produced during Blizzards latest miscarrige.
fanatacist
Profile Blog Joined August 2007
10319 Posts
Last Edited: 2007-11-20 20:26:35
November 20 2007 12:17 GMT
#3
Before anyone rams a cock down my throat, I want to say that these are my opinions, based solely on playing at D rank on ICCup and from watching pro games. I am by no means an expert.

Even though blinded units can't SEE as far, their attack range is the same. That means that once Protoss starts using both Zealots and Dragoons, blinded Dragoons would still be able to see and therefore attack targets at a distance. Your argument for small groups of Dragoons isn't valid, I think, because when that early Dragoon push may come, you have your standard 4 marines 1 tank 1 vulture with mines, at most; maybe a little more or less, depending on whether you go 2 fact or FE. In this case, I think the Dragoon is more powerful (with decent micro of course) than whatever the Terran has, so Terran is forced to be on the defensive. Because ranged Dragoons are so powerful and such a hallmark early PvT unit, any serious deviation from a relatively strong unit/defense-based opening could leave you at the mercy of that early timing push. On top of that, if you leave one Dragoon unblinded, they will all still be able to attack as long as that one Dragoon lives.

On top of that, there'd be no way to have enough medics or enoug energy to cast all those optic flares, even if it is just 4. If you opt for a really early Academy, as such a build would require, your factory would be slow, and therefore your strong anti-Dragoon units would be too late. If you opt for a biomech build, the chances of you having enough resources to spare to get things such as optic flare and to use it effectively in a game is low, I believe. This is because biomech is generally weak mid to late game versus Protoss, and is only used as a surprise tactic early on. That's part of the reason why infantry are generally unused in long games versus Protoss. In general, I think even if it was plausible, it would require quite a lot of micro.

The idea for Shuttles makes more sense, but once again, if they have an Observer the point is lost. It's just too easy in most cases to overcome an optic flare-based defense by simple increasing your view of the enemy base with other units. Sure, if the Protoss suspects nothing, they will go with a Shuttle and Reaver and both will get blinded and he will get fucked up, most likely. But most Protoss will be good enough with scouting with their Observers (unless it was a straight to Reaver drop build, which is rarely seen nowadays) to see that you have random Medics standing in your base or at the edges of it. This alone should tell them what's up, because it's not like the Medics are there to cast Restoration or something. The Protoss will then be prepared with Observers, or could just scrap the build alltogether, or strike elsewhere with his Reaver. The Reaver's range will be unaffected in a battle because there will be other units there providing the vision. The minimap skills of the Terran would also have to be high to see the Shuttle fly in and to blind anything before the Reaver possibly kills the Medics.

I guess if you make some Turrets and medics, then Reaver drops would be halted. But this would only hurt an all-in Reaver drop Protoss, as I said before. I'm not even going to get into Wraith/Science Vessels that you proposed - that is entirely too late game for this context, IMO.

MORE COMING WHEN I COME BACK FROM SCHOOL.

EDIT: Nevermind. Don't care enough + no directed response.
Peace~
BrutalMenace
Profile Blog Joined July 2005
United States1237 Posts
November 20 2007 12:20 GMT
#4
before u can blind every unit your opponent has your medics will fall to pieces and it just takes a lot of time to macro/micro medics into the mix. I guess you could bring them into the battlefront and blind observers but other than that i cant really think of any other useful abilities for medics against P other than blinding observers.But then protoss will probably have more observers faster than u can blind so it wont really help that much... its too hard to set up perfectly you would have to ask boxer.
sushiman
Profile Joined September 2003
Sweden2691 Posts
November 20 2007 12:47 GMT
#5
Nevermind the optical flares, what I want to know is why noone is using restoration in TvZ. It's a sad sight every time I see a bunch of plagued vessels go down from a single muta when you could counter it so easily. Hell, using restoration on a bunch of plagued rines would probably be more mana-efficient than just waiting for it to go away.
1000 at least.
Funchucks
Profile Joined June 2007
Canada2113 Posts
Last Edited: 2007-11-20 12:56:34
November 20 2007 12:54 GMT
#6
I'd like to clarify that I don't mean massed medics as a major part of the fighting force. I mostly mean a very small number of medics as anti-shuttle, and some other specialized purposes.

You see this fairly often, that a shuttle is running around with impunity, while the terran player is sitting there hopelessly underneath with tanks and vultures. Blinding the shuttle would help a lot, and if you run medics around underneath, you might also blind what it drops.

Occasionally, they might also be useful in a dragoon/zealot vs. vulture situation. A small number of dragoons can be a big deal when you have no tanks, but blind three healthy dragoons (edit: with the zealots dead - presumably after a fight where you lost your tank and he lost his zealots), and your two red-healthed vultures can pick away at them without taking hits, run around them and plant mines in their retreat route, or whatever.

These are the two main applications I'm interested in, the rest was just "Hey, why not?" sort of stuff.
I serve my houseguests slices of butter.
lololol
Profile Joined February 2006
5198 Posts
November 20 2007 13:09 GMT
#7
On November 20 2007 21:11 nitram wrote:
I think the observer has the full range of "detection" even when blinded, as long as other units produce the sight around the observer.

Flaring a carrier (or group of) wont do much since interceptors have vision too.

Flaring a shuttle will be hard because you don't know which direction the shuttle is coming from. And flaring reavers will be difficult because you would have to flare each one, and the shuttle.

Lastly, a terran player would be to preoccupied macroing to have a sci vessel and medics running around.


No, when blinded they can't detect at all, even if the invisible unit is right on top of them.
I'll call Nada.
PePe QuiCoSE
Profile Blog Joined March 2006
Argentina1204 Posts
Last Edited: 2007-11-20 13:18:57
November 20 2007 13:09 GMT
#8
On November 20 2007 21:47 sushiman wrote:
Nevermind the optical flares, what I want to know is why noone is using restoration in TvZ. It's a sad sight every time I see a bunch of plagued vessels go down from a single muta when you could counter it so easily. Hell, using restoration on a bunch of plagued rines would probably be more mana-efficient than just waiting for it to go away.
in general, the idea was that restoration took up too much time to do before it saved you significant damage.

edit: i know you said you were not much of a gamer, but you can try this things on games to see how they work out yourself and find out how practical they are to use. Sure makes the game more fun to have some variation. The other day i discovered that having 1 queen with broodling sitting in your base is great to stop turtle terrans from nuking you with a matrixed ghost (it was FFA, don't look at me like that ).

edit2: the best scenario i can think for this is to have an opening with marines + 1 medic and research Optical Flare straight away (plus a comsat). When you push out with and initial around 5 marines, 1 medic, 1-2 tanks and incoming vultures, you can blind their first observer and set the push in their base. They will have to suicide their units to your push or wait for the next observer, in which you may be able to have turrets and siege up. Still no idea of how the timings work out for this.
Brutalisk
Profile Joined February 2007
794 Posts
Last Edited: 2007-11-20 13:38:32
November 20 2007 13:36 GMT
#9
- T normally doesn't get infantry in TvP, so no medics too. If you do, you'll just waste money on them which you need for factory units

- All micro-intensive spells which are just "nice in some situations" instead of "essential" simply aren't used because they require too much attention. Players normally only use strong, area effect spells like storm, plague, swarm, stasis, maelstrom. Anything that requires manual clicking on a single unit is usually not worth the hassle, the game is simply too fast for that, i.e. your macro will suffer too much while using these spells. The only two exceptions are Irradiate and Yamato.
(That's also why repair is only rarely used)
Shauni
Profile Blog Joined July 2004
4077 Posts
November 20 2007 13:50 GMT
#10
Flaring observers is troublesome, but it will be even more troublesome for the protoss if you do it well. I don't think Flaring would be gamechanging in many cases though, since you could just make a couple of extra observers. UpMagiC tried this vs Bisu a while ago, but as you can see in the VOD it wasn't very successful.

One thing I've been wondering a lot more about than Flare though is why Feedback isn't being used much... I mean, with 2 dark archons you can negate all storms and arbiters fairly easily. And their range is better than the templars so the templars can't get any storms off. Sure, it's micro intensive, but nothing a 200+apm player couldn't handle. And a few storms can be devastating.
I'm taking whatever coverage I can get, because frankly, I'm busy working on this million dollar deal at my job. Early retirement is a good thing brotha man. - MessengerASL
NatsuTerran
Profile Blog Joined June 2007
United States364 Posts
November 20 2007 13:50 GMT
#11
Even if by some miracle you flare every single dragoon in a group as it's attacking, it still does absolutely nothing. When your rines and tanks start shooting, they reveal the fog over themselves and let the goons hit anyways.
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
November 20 2007 14:05 GMT
#12
i played around with the idea of tvp medics a couple of months back. i had some success with it, but i feel i was held back by my level of tvp rather than the medics just being ineffective

at first i opened with a marine medic build with scv cutting to get the medics out as fast as possible but later i just decided it would be less risky to just expanded then build a fast academy afterward then go f went for a 1 addon 4 fact rush. when i was pushing with them i would try to grab as much ground as possible, then just contain them for as long as i could while expanding and building my economy to overtake theirs

not only did i find it a fun way to play and incredibly pimp, it also lead to several humorous occasions of players asking why their observers had stopped working

ive uploaded a rep pack, but just be warned that i was a pretty bad player when i was active a year ago and i wasnt a terran player either. also i only ever really saved the replays where the medics pretty much outright won the game

http://rapidshare.com/files/71023866/medz.zip.html

as for the idea of teching to science vessels to use medics: optic flare is only really an option in early to mid game. you dont have the window to get all that tech out and still have an army capable of threatening the protoss. and even if you did, by the time you got it all the clashing armies are so big that you dont have the time to snipe the observers before your mine field is clear

flaring units is pretty much useless as well. barring shuttles and arbiters, they will always be covered by other units to give sight for them. you might as well get lockdown if you want to do that
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
Funchucks
Profile Joined June 2007
Canada2113 Posts
November 20 2007 14:21 GMT
#13
On November 20 2007 23:05 SoMuchBetter wrote:
flaring units is pretty much useless as well. barring shuttles and arbiters, they will always be covered by other units to give sight for them. you might as well get lockdown if you want to do that

...
Starcraft Design Bug #2872
Scout costs too much.

Starcraft Design Bug #2873
Covert Ops is Science Facility add-on, not Academy add-on.


Starcraft Design Bug #2874
Devourer.
...

thx for replays and experience-based commentary
I serve my houseguests slices of butter.
Xeofreestyler
Profile Blog Joined June 2005
Belgium6768 Posts
November 20 2007 14:44 GMT
#14
Actually I like this theorycraft. I'm gonna try it out!
Graphics
intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
Last Edited: 2007-11-20 15:08:39
November 20 2007 15:06 GMT
#15
this is one of those things that would be awesome if a terran had perfect multitask and unlimited attention to spread around. as it is it's simply infinitely easier to play standard and take care of observers and shuttles with goliaths while keeping your macro up, instead of trying to be fancy and getting raped.

basically, the marginal benefits in annoying the toss doesn't pay off considering the sacrifice you are making in other areas of your game

edit: this is similar to the 'why don't zergs use queens?' question. queens are along the tech tree, can extremely effective (more so than medics in tvp), and are cheap. and yet most zergs don't use them, most likely because there is too much going on to really apply it. chill predicts that in a few months queens will be regular in progamer zvx games as players push the envelopes more and more.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
November 20 2007 15:10 GMT
#16
Damn right I predict that. You heard it here first!!
Moderator
humblegar
Profile Blog Joined October 2004
Norway883 Posts
November 20 2007 15:18 GMT
#17
I can totally see a pimpest play coming if you flare a shuttle who then blindly dies to a turret in any remotely important game Flaring a scouting unit in stead of wasting time chasing it is kind of cool too imo, hehe.

But if a carrier lacks observer, just cloak those wraiths? Flaring a bunch of observers have been done by Boxer as mentioned, he rarely wins those fancy games though (a fanboy speaking :|).

Flaring the 1-2 observers Protoss has early in a game (with a vulture/mine build)? Why not, although I am not sure of the time needed for the research. Scanning and killing it with other units is possible too though.

Flaring random groups of more than one unit? Really situational I think, and probably not worth it for cheap units.

But to pull it off vs an evenly matched opponent you:
- need to have medics and flare in stead of other units/tech/supply
- need to have a medic with enough energy when it happens, where it happens, and not mess up the micro.
- need to neglect less macro than you win from the flares

Just go for it
Purind
Profile Blog Joined April 2004
Canada3562 Posts
Last Edited: 2007-11-20 15:32:00
November 20 2007 15:31 GMT
#18
So if you research flare immediately, does your flare make it in time for the reaver drop? If so, that could be really cool, and really piss off the P player.

Later in the game, it's not worth it to try to blind every P unit (you'll need, what, like 20+ flares to do anything), so instead you use it.... ON YOUR OWN MINES

On November 21 2007 00:10 Chill wrote:
Damn right I predict that. You heard it here first!!


I dunno, hasn't drone been saying that for several years now?
Trucy Wright is hot
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
November 20 2007 15:40 GMT
#19
When i saw this topic i actually thought you resurected a topic that i made a while ago. My suggestion is better (from my neutral point of view) so if you want to play with medics, go ahead and read it here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=45717

To comment on this suggestion:
The clasic Reaver drop comes way to early for you to have medics without it seriously affecting you strategy.
Goon blinding = no. Toss has 6-7 goons(at least) by the time you would be able to make 1 medic with upgrade (and enough army to be able to deal with the goons).
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
November 20 2007 16:01 GMT
#20
Optic Flare is always, no matter what, a waste of time and money. Simple as that.
Being healthy, it has been said, really consists of having the same disease as everybody else.
MoNKeYSpanKeR
Profile Blog Joined May 2007
United States2869 Posts
November 20 2007 16:19 GMT
#21
Well i think a terrans multitask can be spent else, like laying mines during battle, microing units, macroing. I mean if yo ucan do all that and find yourself with some extra time, then try some cute medic manuvers.

Intrigues first paragraph kind of summed it up.
<3's Mani and Seraphim, thx for the second chance. TSL Name: TSL-mSLeGenD
KwarK
Profile Blog Joined July 2006
United States42443 Posts
November 20 2007 16:23 GMT
#22
Flaring obs: If you can see the ob to blind it you might as well kill it.
Flaring shuttles: Firstly, you still need a few turrets to kill the shuttle before he drops the reaver. If your opponent suddenly sees missiles hitting the shuttle and panicks and retreats then you kill it. If he keeps coming all that'll happen is he can't shuttle micro, there will still be a reaver in your mineral line, something which a fast academy build is poorly suited to deal with. And we are of course assuming he is using the shuttle without scouting, whereas they almost always have an ob where they wish to drop. Much more likely however is that he will keep the shuttle with his army once it is flared and the flare will have no effect. That and flare in no way stops storm drops which are suicidal anyway.
ModeratorThe angels have the phone box
w3jjjj
Profile Joined April 2007
United States760 Posts
November 20 2007 16:59 GMT
#23
i think blinding a shuttle is an interesting idea to beat zealot bombs when terran has no anti air, but it might be easier to get a goliath....

the boxer game where he flared the observers and shot down a billion carriers with cloaked wraith, rofl classic.
Chuck Norris can salvage his opponent's structures.
PePe QuiCoSE
Profile Blog Joined March 2006
Argentina1204 Posts
November 20 2007 17:05 GMT
#24
On November 21 2007 01:01 TheFoReveRwaR wrote:
Optic Flare is always, no matter what, a waste of time and money. Simple as that.
Actually, it would be useful against zerg in mid game before sci vessel, when you are going for it's expa and the zerg has 2 lurkers above the ramp. Flare both lurkers, get through ramp (without attacking) and either deal with expo or micro against 2 lurkers. Rare, but possible practically.
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
Last Edited: 2007-11-20 17:28:13
November 20 2007 17:27 GMT
#25
On November 21 2007 02:05 PePe QuiCoSE wrote:
Show nested quote +
On November 21 2007 01:01 TheFoReveRwaR wrote:
Optic Flare is always, no matter what, a waste of time and money. Simple as that.
Actually, it would be useful against zerg in mid game before sci vessel, when you are going for it's expa and the zerg has 2 lurkers above the ramp. Flare both lurkers, get through ramp (without attacking) and either deal with expo or micro against 2 lurkers. Rare, but possible practically.

Gotta try this! If it works, my nightmare has ended. Fuckin zerg expos without worry. 2lurker > 586 marines.

EDIT:
I also get blind almost every TvZ, it pwns guardian harras.
XCetron
Profile Joined November 2006
5225 Posts
November 20 2007 17:31 GMT
#26
On November 21 2007 01:01 TheFoReveRwaR wrote:
Optic Flare is always, no matter what, a waste of time and money. Simple as that.


Yea BoxeR got into pimpestplays by doing a complete waste of time and money move.
Zalfor
Profile Blog Joined October 2005
United States1035 Posts
November 20 2007 17:56 GMT
#27
flare TvZ might work, like Flaring some ovies and stuff.

I think a few medics in TvP might work too, if you place them right outside of your army so goons will attack them while the zealots charge in and die.

then again, i dont think its worth it to have.
555, kthxbai
naventus
Profile Blog Joined February 2004
United States1337 Posts
November 20 2007 19:06 GMT
#28
Wow this almost seems practical - the blinding of expansion ramp lurkers. But certainly it would depend on where they are placed? If they are in the center of the ramp, you still won't be able to avoid them on the way up.
hmm.
sushiman
Profile Joined September 2003
Sweden2691 Posts
November 20 2007 19:07 GMT
#29
On November 20 2007 22:09 PePe QuiCoSE wrote:
Show nested quote +
On November 20 2007 21:47 sushiman wrote:
Nevermind the optical flares, what I want to know is why noone is using restoration in TvZ. It's a sad sight every time I see a bunch of plagued vessels go down from a single muta when you could counter it so easily. Hell, using restoration on a bunch of plagued rines would probably be more mana-efficient than just waiting for it to go away.
in general, the idea was that restoration took up too much time to do before it saved you significant damage.

Somehow I doubt that. Get a bunch of vessels plagued, and you could at least save a few of them from the '1-hit-kill' death by quickly putting restoration on them, doesn't take more than a second or two.
1000 at least.
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
November 20 2007 19:18 GMT
#30
Yes, thats the reason. When they get plagues youre usually busy controlling other shit, and it's easier to simply repair them later on.
Moderator
sushiman
Profile Joined September 2003
Sweden2691 Posts
November 20 2007 19:37 GMT
#31
With decent APM, you can save at least 3 vessels without interrupting your other micro. Consider how much you potentially might lose if they go down to 1 hp, it's a worthwhile investment IMO. Also, you seldom get time to repair them, since that takes much more time.
1000 at least.
PePe QuiCoSE
Profile Blog Joined March 2006
Argentina1204 Posts
November 20 2007 20:29 GMT
#32
I am not arguing your point, i'm repeating what the guys that play at a decent high level say about it. I guess they know better by experience. If you can pull it, go for it.
stenole
Profile Blog Joined April 2004
Norway868 Posts
November 20 2007 20:34 GMT
#33
Blind could be useful for making a toss think he has an observer with his army when he really doesn't so he walks right into a minefield. But why not get 2 goliaths instead? It helps you kill shuttles and gets rid of observers too.
Leath
Profile Blog Joined July 2006
Canada1724 Posts
November 20 2007 20:59 GMT
#34
I tried it once and I found it to be a big waste of time and money. First it gives you a brand new task, which is to manually select a scanner, waste a scan to try to find an obs, select a medic nearby, and try to flare it. Obs are small, and after the first flare, my opponent was making a lot of observers, and was dodging carefully when saw medic approaching. The only time i found it to be useful was when used in the middle of an attack, so he would have to pull dragoons back else they step on mines. But you can pretty much do the same thing with goliath or marines depending where obs is standing, and its much easier. Specially late game when you have vessels, its done automatically.

Leave the medics to flashy people like Boxer
http://www.kongregate.com/?referrer=Sagess
ambit!ous1
Profile Joined September 2007
United States3662 Posts
November 20 2007 21:00 GMT
#35
optic flare is so annoying i use it just to piss off oponents.
Bisu[Shield] / ♔ SoYeon
noobienoob
Profile Joined July 2007
United States1173 Posts
Last Edited: 2007-11-20 21:50:07
November 20 2007 21:11 GMT
#36
On November 21 2007 00:06 intrigue wrote:
edit: this is similar to the 'why don't zergs use queens?' question. queens are along the tech tree, can extremely effective (more so than medics in tvp), and are cheap. and yet most zergs don't use them, most likely because there is too much going on to really apply it. chill predicts that in a few months queens will be regular in progamer zvx games as players push the envelopes more and more.
I don't think they are similar. Queens can have an incredible impact on the game with any of the three skills that they offer, even just one for fast scouting and parasite. The other two skills, ensnare and broodling, are definitely game-changing if used in the right circumstances as well. It's just for some reason pros aren't incorporating them into their play *cough savior goes straight to defilers* and it's a shame.

Medics really aren't that useful unless you're going medic/marine, and if you're going medic/marine, odds are you don't have that many vultures, at least early game, meaning the flare would be pretty useless anyway (the only good reason I can think of to use flare is so they can't detect your mines). Like other people have said, if you are able to detect the observer, you probably should just kill it instead of wasting your time trying to flare it.

I think that it can be potentially useful in deterring drops (reaver drops in particular), especially along with a small MM squad, or catching someone who isn't paying attention off guard and blinding the observer that they think is going to be detecting mines, but I don't know if it's worth it to research Flare and actively try to do such things, when you could be doing something else instead, maybe better vulture harrass or just concentrating on better macroing.

In short, I think queens have WAY much more potential than flare with medics in TvP does.

edit: i think it'd be pretty funny and pimp to bring like 1 medic along with your huge metal force, even if only to make the opponent go "WTF?" though, lol Hey add one firebat too, only 50 gas total. Instant gg.
Funchucks
Profile Joined June 2007
Canada2113 Posts
Last Edited: 2007-11-20 21:16:04
November 20 2007 21:14 GMT
#37
(edit: added quote I was responding to)
On November 21 2007 05:34 stenole wrote:
Blind could be useful for making a toss think he has an observer with his army when he really doesn't so he walks right into a minefield. But why not get 2 goliaths instead? It helps you kill shuttles and gets rid of observers too.
As I understand it, unupgraded goliaths need 6 hits on an observer, and around 8 or 9 (?) on a shuttle. If they only get a couple of hits in, this damage might later turn out to be nothing, since the shields recharge. Both, when they are left idle, instinctively run from goliath fire even without active evasion micro.

Optic flare does its effect in one shot. If a shuttle or observer dips in a medic's range, you can blind it with no hope of escape.

You need the Charon Booster to come close to optic flare's range, and there is no such upgrade for the ground attack. It's quite possible to have 2 goliaths in your base, be actively managing them at the exact time the drop comes in, and still have them both killed by a reaver drop without inflicting significant damage to the drop forces.

Optic flare's range is longer than the reaver's range, and longer than the shuttle's sight range. The shuttle can be blinded before it even sees the medic. There's no sound effect warning that's in danger, either, unlike the missile launch sound of goliaths and turrets. There's no way for anything in a reaver drop to escape unblinded, if you have enough medic energy and your micro is up to the task.

Once you research flare for 100/100, medics are only 50/25, while goliaths are 100/50. Usually, you'll have an idle barracks to make marines and an idle academy to research flare, while you must use precious factory time to make goliaths, and scarce machine shop time for charon booster.

Goliaths are also very clumsy in terms of pathfinding, while medics are agile little things, good for rushing through bases to interfere with a drop.

There are good reasons why pros very often neglect to build goliaths, even when they're being harassed with shuttles.

Just saying: there are advantages to flaring medics over goliaths, in price, convenience, and potential effectiveness. The advantages goliaths have over medics, on the other hand, are obvious: basic combat capability, toughness, and auto-attacking.
I serve my houseguests slices of butter.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
November 20 2007 21:14 GMT
#38
On November 21 2007 02:31 XCetron wrote:
Show nested quote +
On November 21 2007 01:01 TheFoReveRwaR wrote:
Optic Flare is always, no matter what, a waste of time and money. Simple as that.


Yea BoxeR got into pimpestplays by doing a complete waste of time and money move.


The ironic part of this comment is that BoxeR still lost that game.
posting on liquid sites in current year
noobienoob
Profile Joined July 2007
United States1173 Posts
November 20 2007 21:28 GMT
#39
On November 21 2007 06:14 Funchucks wrote:
Show nested quote +

(edit: added quote I was responding to)
On November 21 2007 05:34 stenole wrote:
Blind could be useful for making a toss think he has an observer with his army when he really doesn't so he walks right into a minefield. But why not get 2 goliaths instead? It helps you kill shuttles and gets rid of observers too.
As I understand it, unupgraded goliaths need 6 hits on an observer, and around 8 or 9 (?) on a shuttle. If they only get a couple of hits in, this damage might later turn out to be nothing, since the shields recharge. Both, when they are left idle, instinctively run from goliath fire even without active evasion micro.

Optic flare does its effect in one shot. If a shuttle or observer dips in a medic's range, you can blind it with no hope of escape.

You need the Charon Booster to come close to optic flare's range, and there is no such upgrade for the ground attack. It's quite possible to have 2 goliaths in your base, be actively managing them at the exact time the drop comes in, and still have them both killed by a reaver drop without inflicting significant damage to the drop forces.

Optic flare's range is longer than the reaver's range, and longer than the shuttle's sight range. The shuttle can be blinded before it even sees the medic. There's no sound effect warning that's in danger, either, unlike the missile launch sound of goliaths and turrets. There's no way for anything in a reaver drop to escape unblinded, if you have enough medic energy and your micro is up to the task.

Once you research flare for 100/100, medics are only 50/25, while goliaths are 100/50. Usually, you'll have an idle barracks to make marines and an idle academy to research flare, while you must use precious factory time to make goliaths, and scarce machine shop time for charon booster.

Goliaths are also very clumsy in terms of pathfinding, while medics are agile little things, good for rushing through bases to interfere with a drop.

There are good reasons why pros very often neglect to build goliaths, even when they're being harassed with shuttles.

Just saying: there are advantages to flaring medics over goliaths, in price, convenience, and potential effectiveness. The advantages goliaths have over medics, on the other hand, are obvious: basic combat capability, toughness, and auto-attacking.
The thing about Goliaths vs. drops and observers though is that they can effectively scare the opponent off from ever even attempting to drop.. and medics, well.. you still have to kill the unit, or scan to reveal the observer in the right place and THEN flare it. But hey, MM squad or Goliath+Medic ftw
LegendaryDreams
Profile Blog Joined November 2004
Canada1350 Posts
November 20 2007 22:16 GMT
#40
Sometimes it's wisest to not repair vessels because the battles are very frequent and you need the irradiates, the vessels will be repaired (when plagued) when they all their energy is used.
call me moxie
omgbnetsux
Profile Blog Joined April 2004
United States3749 Posts
November 20 2007 22:20 GMT
#41
On November 21 2007 06:14 SpiritoftheTuna wrote:
Show nested quote +
On November 21 2007 02:31 XCetron wrote:
On November 21 2007 01:01 TheFoReveRwaR wrote:
Optic Flare is always, no matter what, a waste of time and money. Simple as that.


Yea BoxeR got into pimpestplays by doing a complete waste of time and money move.


The ironic part of this comment is that BoxeR still lost that game.

I thought he won the game that he went science vessel, ghost, medic, drop ship -> EMP, blind observer, nuke?

Regardless, Optic Flare is great fun against people who suck at the game (ie: 3v3s, 4v4s, etc.).
randombum
Profile Blog Joined April 2007
United States2378 Posts
Last Edited: 2007-11-21 00:10:13
November 21 2007 00:09 GMT
#42
Regardless, Optic Flare is great fun against people who suck at the game (ie: 3v3s, 4v4s, etc.).


Blinding stuff to nuke noob friends is fun as hell, after they get nuked their always trying to nuke you back, and when you let them you have made another SC:BW player who shall start visiting TL and get sucked into the vortex of Esports and competitive gaming.
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
Last Edited: 2007-11-21 00:11:53
November 21 2007 00:11 GMT
#43
I once pushed my Toss opponent on luna with a surprise 2fact. He was forced to get up his ramp and he made some comment like ^^; after an intense micro battle that was prior to it.
Then, when he was ready to push out coz he had obs, i blinded him. he said "now thats just rude".
I used that time to double exp, but it wasnt enough as he was powering like crazy and rolled over me a few minutes later.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
November 21 2007 00:34 GMT
#44
On November 21 2007 07:20 omgbnetsux wrote:
Show nested quote +
On November 21 2007 06:14 SpiritoftheTuna wrote:
On November 21 2007 02:31 XCetron wrote:
On November 21 2007 01:01 TheFoReveRwaR wrote:
Optic Flare is always, no matter what, a waste of time and money. Simple as that.


Yea BoxeR got into pimpestplays by doing a complete waste of time and money move.


The ironic part of this comment is that BoxeR still lost that game.

I thought he won the game that he went science vessel, ghost, medic, drop ship -> EMP, blind observer, nuke?

Regardless, Optic Flare is great fun against people who suck at the game (ie: 3v3s, 4v4s, etc.).

Oh, i was referring to the carrier obs blind
posting on liquid sites in current year
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
November 21 2007 00:36 GMT
#45
On November 21 2007 09:11 niteReloaded wrote:
I once pushed my Toss opponent on luna with a surprise 2fact. He was forced to get up his ramp and he made some comment like ^^; after an intense micro battle that was prior to it.
Then, when he was ready to push out coz he had obs, i blinded him. he said "now thats just rude".
I used that time to double exp, but it wasnt enough as he was powering like crazy and rolled over me a few minutes later.


Shouldn't you have just expoed once, then powered yourself? I mean, expoing a bunch of times and getting attacked before your econ advantage kicks in isn't exactly indicative of your econ not being "enough".
posting on liquid sites in current year
urine_nation
Profile Joined November 2007
United States64 Posts
November 21 2007 02:23 GMT
#46
that restoration idea seems so good...it would save quite a few vessels.
jkillashark
Profile Blog Joined November 2005
United States5262 Posts
November 21 2007 02:39 GMT
#47
If optical flares could blind buildings it would be freaking imba.
Do your best, God will do the rest.
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
November 21 2007 03:32 GMT
#48
What about optical flare on mines?

Your own mines, of course. It's basically an artificially created ally mine.

I'm worried that the medic timing will be too late against obs to matter, but perhaps in certain case situations it would be useful
ㅋㄲㅈㅁ
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
November 21 2007 03:34 GMT
#49
On November 21 2007 04:06 naventus wrote:
Wow this almost seems practical - the blinding of expansion ramp lurkers. But certainly it would depend on where they are placed? If they are in the center of the ramp, you still won't be able to avoid them on the way up.


Haha that's a terrible idea, You blind lurkers and when you try to walk over them ARRRRGG STOP LURKAR!
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
November 21 2007 03:35 GMT
#50
Unless you want to walk carefully and not step on them? : )
Dunno, flaring zerg overlord is kinda bleh, there's nothing invislbe that terran has, ghost? we don't use them much, wraith? we can just kill the ovi.

Maybe team game you go flair+DT. Mmm!
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
micronesia
Profile Blog Joined July 2006
United States24650 Posts
November 21 2007 03:38 GMT
#51
On November 21 2007 06:14 SpiritoftheTuna wrote:
Show nested quote +
On November 21 2007 02:31 XCetron wrote:
On November 21 2007 01:01 TheFoReveRwaR wrote:
Optic Flare is always, no matter what, a waste of time and money. Simple as that.


Yea BoxeR got into pimpestplays by doing a complete waste of time and money move.


The ironic part of this comment is that BoxeR still lost that game.
To be fair, TheFoReveRwaR said it was a waste of time and money 'no matter what.' Whether Boxer won or not isn't really related. Of course, Boxer only did that because he knew he was probably gonna lose anyway (or so I'd imagine). BTW, XCetron I was thinking the same exact thing haha.
ModeratorThere are animal crackers for people and there are people crackers for animals.
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
November 21 2007 04:13 GMT
#52
You must agree also that boxer was pretty fucked before doing that move. If boxer did it under more equal circumstances, it would have been totally cost effective.
Moderator<:3-/-<
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
November 21 2007 11:51 GMT
#53
On November 21 2007 09:36 SpiritoftheTuna wrote:
Show nested quote +
On November 21 2007 09:11 niteReloaded wrote:
I once pushed my Toss opponent on luna with a surprise 2fact. He was forced to get up his ramp and he made some comment like ^^; after an intense micro battle that was prior to it.
Then, when he was ready to push out coz he had obs, i blinded him. he said "now thats just rude".
I used that time to double exp, but it wasnt enough as he was powering like crazy and rolled over me a few minutes later.


Shouldn't you have just expoed once, then powered yourself? I mean, expoing a bunch of times and getting attacked before your econ advantage kicks in isn't exactly indicative of your econ not being "enough".

Yup ^^
It was the first time i decided to do that move, and i obviously didn think much so i miscalculated stuff. If i expoed normally and added facts, i'd probly have won the game.
Funchucks
Profile Joined June 2007
Canada2113 Posts
November 21 2007 12:01 GMT
#54
On November 21 2007 12:35 evanthebouncy! wrote:
Unless you want to walk carefully and not step on them? : )
Dunno, flaring zerg overlord is kinda bleh, there's nothing invislbe that terran has, ghost? we don't use them much, wraith? we can just kill the ovi.

Maybe team game you go flair+DT. Mmm!

flare + arbiter
I serve my houseguests slices of butter.
PePe QuiCoSE
Profile Blog Joined March 2006
Argentina1204 Posts
November 21 2007 13:21 GMT
#55
On November 21 2007 12:35 evanthebouncy! wrote:
Maybe team game you go flair+DT. Mmm!
I might have been to much of a newb by then, but from my experience it's not practical on a 2on2 on LT, playing standard. At least not against zerg (not enough flares for the ovies he has/can get) and toss usually had cannons. So yes, i'm talking about the noob level were PT is not that bad of a team. Maybe for an island map...

Oh, and about the lurkers, still with flare you can get them to kill 1 marine (that attack, the only one they spot) on one side and attack with the rest from the other. With enough marines you should be able to kill one before it attacks again. It needs high precision but it's doable.
pyrogenetix
Profile Blog Joined March 2006
China5094 Posts
November 21 2007 14:20 GMT
#56
i think the limiting factor is not the cost and time it takes to get but the human factor - takes a lot of attention and micro to pull off. just like a lot of other spells that aren't used - feedback/ensnare/mind control etc
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
Zanno
Profile Blog Joined February 2007
United States1484 Posts
November 21 2007 14:58 GMT
#57
i would say the only viable target for blind would be overlords positioned about the map

aaaaa
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
November 22 2007 00:14 GMT
#58
Or you could just kill them with mnm--
Being healthy, it has been said, really consists of having the same disease as everybody else.
KTFKentatsu
Profile Joined November 2007
Philippines178 Posts
Last Edited: 2007-11-22 07:00:05
November 22 2007 06:53 GMT
#59
On November 21 2007 01:01 TheFoReveRwaR wrote:
Optic Flare is always, no matter what, a waste of time and money. Simple as that.


I read that for SC2, they're gonna make optical flare a fog-of-war revealing spell instead of a blinding spell. i hope it gets used more often.
I can still remember the smell of fried zerglings and hatcheries zapped by Nal_ra's Archons...
zatic
Profile Blog Joined September 2007
Zurich15325 Posts
November 22 2007 08:46 GMT
#60
Wow, never thought of using flare against reaver/shuttle. That's freaking hilarious! I'll definitly try that against a pal of mine who ALWAYS tries to reaver-harrass. Of course, turret/tank is prolly more effective, but it's worth the look on his face :-)
ModeratorI know Teamliquid is known as a massive building
RaDiX
Profile Joined September 2006
Finland67 Posts
November 22 2007 13:04 GMT
#61
Man it's so cool when I face a protoss with only 1 or 2 obs, then I blind them, and set mines everywhere. They still see their observer in their groups but maybe doesn't know they are blind :D. So the troops go to my minetrap
ForAdun
Profile Joined August 2007
Germany986 Posts
Last Edited: 2007-11-22 14:10:26
November 22 2007 14:06 GMT
#62
1 wraith > reaver drop.

Pros:
Cheaper than optical flair + medics.
Moving faster than medics.
Tech neccessary in middle/late game.
Scouting unit.

Cons:
none

Sorry, edited several times because of grammar.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
November 22 2007 15:13 GMT
#63
On November 21 2007 00:10 Chill wrote:
Damn right I predict that. You heard it here first!!


I'll beat you at prediction as I predict them used is specifically in ZvP and specifically to kill those annoying corsair fleets.

Crazy predictions aside, flare can indeed be very effective vs reaver harass (you don't need to flare the reaver, just flare the shuttle, he HAS to see where he unloads to), but the problem is that there's exactly zero point in building an academy in that single case you know he is going reavers. Better get a tank or two turrets, or a tank and two turrets considering you also have to research flare and build a medic. Also take the sheer possibility that he unloads at a wrong time and manually kills the medic with his first scarab. Gameplan broken? It was shaky in the first place.
You want 20 good men, but you need a bad pussy.
lastshadow
Profile Blog Joined May 2007
United States1372 Posts
November 22 2007 17:35 GMT
#64
On November 21 2007 01:01 TheFoReveRwaR wrote:
Optic Flare is always, no matter what, a waste of time and money. Simple as that.


QFT.

Now lets analyze this.

Optical Flare Medics:

Research from: Academy.
Requires: Medic
Casting Cost: 75m
Effectiveness: Only To Detectors / Small unit groups.
Range: 8
Length of Cast: Permanant.
Mineral Cost: 150
Vespene Cost: 150
Research Time: 166 (seconds)
Amount of Medics on Average Required: 4 - 6.
4-6 Medics: 200 / 100 (Minerals/Gas) ; 300 / 150 (Minerals/Gas)


Ok, now lets take this into consideration. Since 2 Medics is equivlent to 1 Tank, that mean that you will need a faster second refinary to compensate for the gas. Which means that you must also Sacrifice 3+ Workers to mine the gas.

In addition, the 150/150 Is basically a factory, whereas the 166 time limit is 3x a factory building time.

The 4-6 Medics = 1 Factory or 1 fact + 1 tank OR 2Tanks. Or 2 scanners + 4 vultures.

Medics will require a hotkey for themselves for cloning so now this means
1:Tanks(for me, other players use vultures?)
2:Vultures
3:Vultures
4:Vultures
5:Medics
67: Factories
8: Scanner / Factory / Scv?
90: Scanner.


Due to this, lets see what would happen on certain maps that require timing pushes / timing push players.:

4 Factories(maximum! Since the 4-6 medics + 150/150 Upgrade + Faster Academy).
Less Tank (due to gas consumption)
Less Gas overall.
Less Vulture Power reinforcement (due to factory cut).

Advantages:
-Blinded observers(The observer is 1+ Supply, and 25/75.)
-Blinded Shuttles(early on-effective).
-Constant Recharge since its a spell.
-Medics last long.
-Provides On-Field presence / Heals scvs In a timing push.


Disadvantages:
-Cut in gas
-4-6 Supply is being Taken up.
-Will generally only be used in a timing push. For those saying "IT WILL HELP VS REAVER DROP!!!" You obviously need to understand YOU CANT WASTE minerals that early in the game, you will need your tanks/factories.
-Loss of minerals
-Cut in factory amount
-Cut in tanks
-Cut in vulture reinforcement/production
-FORCES early academy
-Takes up a hotkey
-Requires mana(can run out)
-1 Medic is worse than 1 Turret in a timing push.
-3 Medics is worse than 1 Turret in a timing push.
-Completly a waste late game.
-Hard to control optical flare shots
-Teching to Science Vessle would be better / same amount of gas/minerals being used + Sci.V is actually a unit to counter-act the Protoss Arbiter / High Templar. Also, allows you to see Observers and kill them.
-Slow units, bad by themselves.


Clearly the disadvantges heavily outweigh the advantanges.

Now people can sit there and say "you purposely looked for all the disadvantages, blah blah blah. Here are the advantages!". Truth is, 1 little mistake in progaming / ANY GAME with an equal player will cost you, equal players MUST spend time investing into actual units / factories. If they don't it will only cost them.

This is obviously a theorycraft, and nothing more. The idea of it is "cute" and generally will only be used to embarass a player, not in actual scenraios. Even if a unit is "blind" if a unit around it has vision, then the "blind" unit can shoot and act as if it' snot blind. The only good thing, is a blinded observer, and only because it takes up supply, but ultimately it can still see, just not detect mines.


It's a waste of teching cost and a waste of money overall. You need too much early game nowadays, and early / midgame transition is becoming the BIGGEST of all the gameplays(thank god). Also if you want to actual use a 'theorycraft', well its not really a theory craft, you can do the 4factory + Vessle timing push.

For replays of the 4factory + Vessle timing push, I'm sure It's in Odin[fOu]'s replay pack, for he is the one that taught me it. Now THIS is an actual thing to be scared of, making all goons 1 shot kills for tanks is VERY scary. and it provides on-field prescene with detection / goliath to clear out observers / shuttles.


Verdict: Medic's suck.
Patience is a small price to pay for perfection.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
November 22 2007 17:49 GMT
#65
Since when tanks deal 101 damage?
You want 20 good men, but you need a bad pussy.
Waxangel
Profile Blog Joined September 2002
United States33313 Posts
November 22 2007 19:31 GMT
#66
has some limited use, but situations are pretty rare

upmagic used it TvP on monty hall once, alongside with scan as a delaying action against observer/goon.
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
lastshadow
Profile Blog Joined May 2007
United States1372 Posts
November 22 2007 19:33 GMT
#67
On November 23 2007 02:49 BluzMan wrote:
Since when tanks deal 101 damage?


Tank does 30% Splash damage to goons.

75 Dmg (+1 atk) + 23 = about 98, thats if 2 tanks shoot.

8Tanks = ?
Patience is a small price to pay for perfection.
ForAdun
Profile Joined August 2007
Germany986 Posts
Last Edited: 2007-11-22 19:46:18
November 22 2007 19:45 GMT
#68
Since EMP takes 100 energy it has very limited use. Only long-term it can be effective, must be more than 20 minutes, but probably more than 30. In that stage EMP starts getting useful.
4 fac push + EMP is unrealistic. Can turn out to be gamelosing because of the high gas-cost so early in the game.
Funchucks
Profile Joined June 2007
Canada2113 Posts
Last Edited: 2007-11-22 20:19:52
November 22 2007 19:57 GMT
#69
On November 23 2007 04:31 Waxangel wrote:
has some limited use, but situations are pretty rare

upmagic used it TvP on monty hall once, alongside with scan as a delaying action against observer/goon.
thx for reference

edit: optic flare use starting at 17:45
I serve my houseguests slices of butter.
Funchucks
Profile Joined June 2007
Canada2113 Posts
November 22 2007 20:06 GMT
#70
On November 23 2007 02:35 lastshadow wrote:
Now lets analyze this.

Optic flare costs 100/100 to research, and takes 1.5 times as long as building a factory, not 3 times.
I serve my houseguests slices of butter.
FieryBalrog
Profile Blog Joined July 2007
United States1381 Posts
November 24 2007 18:57 GMT
#71
I like the idea of flaring your own mines to create artificial allied mines. Thats pimp.
I will eat you alive
Chef
Profile Blog Joined August 2005
10810 Posts
November 28 2007 18:33 GMT
#72
Before anyone rams a cock down my throat,

Wow...

ANYWAY: I don't doubt the usefulness of medics, even if they're not the most optimal unit, because against players who are not extremely good, players will be unused to the play style. Plus, you'll end up with some really fun replays, which is worth so much more than 50 standard PvTs. Personally, I've even gone so far to develop a weird style that I'll use Ghosts and Science Vessels in TvP occasionally (lockdown for reavers/shuttle, EMP for High Templar, and DT detection). It's really fun, and I think in the end that's the goal anyway. Who cares about winning when there's always going to be someone who could beat you 10-0 standard?

I say use it to your hearts content. I've tried using it against Zerg Overlords so I could go mines (supplemental to a small m'm army) and enjoyed moderate success.

And whoever said detection is still the same if you're blind... not in my experience
LEGEND!! LEGEND!!
MooNDog.
Profile Joined July 2007
United States81 Posts
November 29 2007 00:17 GMT
#73
dont forget that boxer used medics in that game where he went medic wraith and took out a lot of carreirs but still lost
=]
xBTx
Profile Blog Joined July 2007
Canada542 Posts
November 29 2007 03:07 GMT
#74
EMP in TvP?
stuffing feathers up your butt doesnt make you a chicken
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
December 02 2007 10:55 GMT
#75
On November 23 2007 05:06 Funchucks wrote:
Show nested quote +
On November 23 2007 02:35 lastshadow wrote:
Now lets analyze this.

Optic flare costs 100/100 to research, and takes 1.5 times as long as building a factory, not 3 times.

Not on the maps he plays. Sorry couldn't resist.
Being healthy, it has been said, really consists of having the same disease as everybody else.
FieryBalrog
Profile Blog Joined July 2007
United States1381 Posts
December 02 2007 17:11 GMT
#76
On November 29 2007 09:17 MooNDog. wrote:
dont forget that boxer used medics in that game where he went medic wraith and took out a lot of carreirs but still lost


It wasn't due to lack of effectiveness of the medics. That move took out like 6 carriers. Boxer had pretty much lost the game already, for other reasons (the 20 or so carriers in the game alone should give that away )
I will eat you alive
FieryBalrog
Profile Blog Joined July 2007
United States1381 Posts
December 02 2007 17:17 GMT
#77
On November 20 2007 22:36 Brutalisk wrote:
- T normally doesn't get infantry in TvP, so no medics too. If you do, you'll just waste money on them which you need for factory units

- All micro-intensive spells which are just "nice in some situations" instead of "essential" simply aren't used because they require too much attention. Players normally only use strong, area effect spells like storm, plague, swarm, stasis, maelstrom. Anything that requires manual clicking on a single unit is usually not worth the hassle, the game is simply too fast for that, i.e. your macro will suffer too much while using these spells. The only two exceptions are Irradiate and Yamato.
(That's also why repair is only rarely used)



Feedback has a lot of potential, and Mind Control shows up sometimes

Personally, I think parasite will come into occasional use vs P sometime soon.
I will eat you alive
Murderotica
Profile Blog Joined December 2009
Vatican City State2594 Posts
February 19 2011 23:30 GMT
#78
I am bumping this topic because I was recently re-reading the Strat Forum guidelines and saw this post linked, and saw that I posted on this listing reasons why it wouldn't work. My friend is C-/C and I am C-, to preface this: I have gotten raped by this more times than I'd like to admit because of observer blinding. 75 gas every time you lose an obs is a high price to pay, even higher when you consider that to be safe you have to keep sending an obs in front of the natural/on top of a tank line to see him moving out. Also, the obs in his main is also crucial, and getting that blinded is a pain as well. I wouldn't mind hearing some new thoughts on this as well, in case some people have tried it, (I believe Light did this not too long ago? And UpMagic a few years ago?).
ǝsnoɥ ssɐlƃ ɐ uı sǝuoʇs ʍoɹɥʇ ʇ,uop || sıʇɹoɟ ɹǝdɯǝs
No0n
Profile Joined March 2010
United States355 Posts
Last Edited: 2011-02-20 01:14:53
February 20 2011 00:55 GMT
#79
Actually this isnt too bad, and Really has done it more than once.

Two notable games:

And another one:
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
Bwenjarin Raffrack
Profile Joined November 2008
United States322 Posts
Last Edited: 2011-02-20 01:06:07
February 20 2011 01:04 GMT
#80
Look at (T)Really's games on Match Point. In fact, Day[9] did a Daily on one of them which is probably the best place to start. Light as well tried a sort of flare + timing attack against Pure around the same time. In a winner's interview, (T)Really said he was trying to find a way to generalize the strategy to work on other maps, but I can't remember any other games of his where it was used off the top of my head.

Light later on also did his own specific anti-obs build where he gets a fast vessel and wraith and goes hunting:

http://www.teamliquid.net/tlpd/korean/games/36466_Light_vs_Violet/vod
http://www.teamliquid.net/tlpd/korean/games/36487_Light_vs_Pure/vod

I can't remember any notable optic flare games between then and now, so I may have missed a few.
I'm not as thunk as dreople pink I am.
GleefulGlee
Profile Joined February 2011
38 Posts
February 20 2011 13:09 GMT
#81
Oh, i didn't know ppl still played Broodwar

User was warned for this post
Big Fan of Linda 'Pikachu' Liao!
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
February 20 2011 13:51 GMT
#82
Blast from the past. If anyone wants to see my interpretation of a TvP medic build you can watch this game i played back in 08 or 09. I'm not sure what patch is out now but it was a fun game as I remember it.

On January 22 2009 21:24 SoMuchBetter wrote:
A while ago I was playing around with the idea of using optic flare against protoss to make vultures more effective.

this is the most entertaining game I played using that strategy.

don't expect high level play, but i think overall the game was fairly high paced and fun.

http://repdepot.net/replay.php?id=7185

AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
XenOsky
Profile Blog Joined March 2008
Chile2257 Posts
Last Edited: 2011-02-20 14:33:46
February 20 2011 14:30 GMT
#83
actually you need goliaths eventually, and the armory works for early upgrades so... no need in getting medics instead of golis early game...

but in the mid-late game... when big push happens, optics can make the terran ball more effective by making observers complete useless against mines...
StarCraft & Audax Italiano.
worosei
Profile Joined October 2010
Australia198 Posts
February 21 2011 05:59 GMT
#84
I cant remember which game, but there was a TvP last year where P went carriers, and T went cloaked wraiths so the end game was this desperate attempt to scan kill/flare observers, which was rather exciting...
pyrogenetix
Profile Blog Joined March 2006
China5094 Posts
February 21 2011 13:21 GMT
#85
On February 20 2011 08:30 Murderotica wrote:
I am bumping this topic because I was recently re-reading the Strat Forum guidelines and saw this post linked, and saw that I posted on this listing reasons why it wouldn't work. My friend is C-/C and I am C-, to preface this: I have gotten raped by this more times than I'd like to admit because of observer blinding. 75 gas every time you lose an obs is a high price to pay, even higher when you consider that to be safe you have to keep sending an obs in front of the natural/on top of a tank line to see him moving out. Also, the obs in his main is also crucial, and getting that blinded is a pain as well. I wouldn't mind hearing some new thoughts on this as well, in case some people have tried it, (I believe Light did this not too long ago? And UpMagic a few years ago?).

as soon as you notice your opponent doing this strat you should be able to pump enough obs to make this turn in your favor since he spent so much time and money on flare and also a lot of apm on flaring your obs, as long as you have one obs functioning you should be fine and he doesn't dare push as hard.

though it is quite map specific where narrow linear movement is what map movement looks like, i'd imagine this strat doesn't really work on maps like python or luna for example.
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
Holgerius
Profile Blog Joined January 2009
Sweden16951 Posts
February 21 2011 14:19 GMT
#86
Really really made this seem so strong on those games on MP. It's a shame we pretty much haven't seen it ever since. Very entertaining stuff.
I believe in the almighty Grötslev! -- I am never serious and you should never believe a thing I say. Including the previous sentence.
primebeef
Profile Joined October 2010
United States140 Posts
February 21 2011 19:47 GMT
#87
i dunno about this, but bio is kind of weak vs toss, so if your making medics, you won't have a floating rax to see over walls. if you get medics while doing mech, they are practically useless except for some occasion, they usually have an observer on the close by out of ground sight
guMmiwormz
Profile Blog Joined April 2008
United States312 Posts
February 21 2011 19:55 GMT
#88
On February 21 2011 23:19 Holgerius wrote:
Really really made this seem so strong on those games on MP. It's a shame we pretty much haven't seen it ever since. Very entertaining stuff.



the opening was largely map dependent. If you take a look at matchpoint theres one main path and two side ones. With mines+ medic you can pretty much lock down your half of the map easily without contention.
Ninja4ever.
Profile Joined March 2008
France231 Posts
February 21 2011 20:17 GMT
#89
You should try to drop vults + medics in ordre to blind obs, it's really fun and it sometimes work.
"Live as if you were to die tomorrow, learn as if you were to live for ever."
101toss
Profile Blog Joined April 2010
3232 Posts
February 21 2011 23:59 GMT
#90
On February 22 2011 05:17 Ninja4ever. wrote:
You should try to drop vults + medics in ordre to blind obs, it's really fun and it sometimes work.

So i couldn't help but notice your optic flare icon...
Math doesn't kill champions and neither do wards
Spazer
Profile Blog Joined March 2009
Canada8029 Posts
February 22 2011 00:07 GMT
#91
On February 22 2011 08:59 101toss wrote:
Show nested quote +
On February 22 2011 05:17 Ninja4ever. wrote:
You should try to drop vults + medics in ordre to blind obs, it's really fun and it sometimes work.

So i couldn't help but notice your optic flare icon...

http://www.teamliquid.net/forum/viewmessage.php?topic_id=114688

I can't believe that's his first post in this thread, really.
Liquipedia
Crunchums
Profile Blog Joined December 2008
United States11143 Posts
August 10 2011 19:55 GMT
#92
On November 21 2007 02:05 PePe QuiCoSE wrote:
Show nested quote +
On November 21 2007 01:01 TheFoReveRwaR wrote:
Optic Flare is always, no matter what, a waste of time and money. Simple as that.
Actually, it would be useful against zerg in mid game before sci vessel, when you are going for it's expa and the zerg has 2 lurkers above the ramp. Flare both lurkers, get through ramp (without attacking) and either deal with expo or micro against 2 lurkers. Rare, but possible practically.

I was reading the strategy forum guidlines and it linked to this post and I was like : O
+ Show Spoiler +
brood war for life, brood war forever
Normal
Please log in or register to reply.
Live Events Refresh
OSC
13:00
King of the Hill Weekly #213
CranKy Ducklings82
Liquipedia
WardiTV Invitational
11:00
WardiTV June Group D & 1/2C
MaxPax vs Spirit
YoungYakov vs MaxPaxLIVE!
WardiTV1121
IndyStarCraft 221
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 221
ProTech98
trigger 43
StarCraft: Brood War
Britney 36712
Calm 5609
firebathero 2389
Hyuk 1198
EffOrt 977
Shuttle 820
actioN 768
Mini 537
Stork 479
ZerO 431
[ Show more ]
Larva 325
Zeus 269
Rush 153
Light 120
hero 75
Sea.KH 71
ToSsGirL 63
Barracks 48
sorry 34
Nal_rA 32
[sc1f]eonzerg 27
sSak 17
scan(afreeca) 16
Noble 12
HiyA 12
ajuk12(nOOB) 9
SilentControl 9
Terrorterran 9
IntoTheRainbow 9
ivOry 3
Dota 2
Gorgc5436
qojqva2529
XcaliburYe292
syndereN279
boxi98152
Counter-Strike
olofmeister3241
byalli302
Super Smash Bros
C9.Mang0557
Westballz35
Other Games
hiko1155
B2W.Neo569
Fuzer 414
crisheroes371
DeMusliM356
elazer186
XaKoH 133
Liquid`VortiX101
djWHEAT81
QueenE52
KnowMe49
ZerO(Twitch)22
FrodaN1
Organizations
Dota 2
PGL Dota 2 - Main Stream8389
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 41
• Michael_bg 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV451
League of Legends
• Nemesis9206
• Jankos2285
Upcoming Events
BSL 2v2 ProLeague S3
4h 33m
Korean StarCraft League
12h 33m
SOOP
18h 33m
sOs vs Percival
CranKy Ducklings
19h 33m
WardiTV Invitational
20h 33m
Cheesadelphia
1d
CSO Cup
1d 2h
BSL: ProLeague
1d 3h
Hawk vs UltrA
Sziky vs spx
TerrOr vs JDConan
GSL Code S
1d 17h
Rogue vs herO
Classic vs GuMiho
Sparkling Tuna Cup
1d 19h
[ Show More ]
BSL: ProLeague
2 days
Bonyth vs Dewalt
Cross vs Doodle
MadiNho vs Dragon
Replay Cast
2 days
Wardi Open
2 days
Replay Cast
3 days
Replay Cast
3 days
RSL Revival
3 days
Cure vs Percival
ByuN vs Spirit
RSL Revival
4 days
herO vs sOs
Zoun vs Clem
Replay Cast
5 days
The PondCast
5 days
RSL Revival
5 days
Serral vs SHIN
Solar vs Cham
Replay Cast
6 days
RSL Revival
6 days
Reynor vs Scarlett
ShoWTimE vs Classic
Liquipedia Results

Completed

CSL Season 17: Qualifier 2
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
2025 GSL S2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.