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[H] PvT @ Destination vs camper terrans? - Page 2

Forum Index > Brood War Strategy
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KwarK
Profile Blog Joined July 2006
United States42594 Posts
Last Edited: 2009-08-10 02:31:12
August 10 2009 02:31 GMT
#21
Oh, one thing I LOVE doing on Destination is using my scout probe to run circles around where their rax should go. You should always do that when you do a standard opening, it's by far the most effective type of probe harass. Every second you delay their rax is a second later their first tank arrives. If you do it right you can force them to repair their wall and snipe scv kills and delay their siege expand a lot. If you wanna be really sexy you delay their rax for ages then place a pylon next to their fact as it is about to finish so they can't machine shop. I've won games straight away like that. It's the little tricks that make the game easier.
ModeratorThe angels have the phone box
SkepTicAL
Profile Blog Joined August 2008
Canada872 Posts
August 10 2009 02:31 GMT
#22
Play SKT1 Protoss style and you won't even have to get to late game. Infernal does it to me all the time ~_~
AeriALsLighT @AerialsLight
KwarK
Profile Blog Joined July 2006
United States42594 Posts
August 10 2009 02:51 GMT
#23
On August 10 2009 11:31 SkepTicAL wrote:
Play SKT1 Protoss style and you won't even have to get to late game. Infernal does it to me all the time ~_~

Willing to share any reps?
ModeratorThe angels have the phone box
foppa
Profile Blog Joined July 2008
Canada451 Posts
August 10 2009 03:27 GMT
#24
1) don't scout after your first pylon on a 2 player map; scout after the gateway there is nothing to see until than. don't try to kill scv's, you aren't playing for the msl finals here so its ok if your probe doesn't end up with 6 kills. you mention you don't play your standard BO but its your own fault for losing the scout.

2)start building obs as soon as your reaver is done. they do not cost many minerals so start producing 3 at same time.

3) you go shuttle reaver, you're micro is strong and you do damage. why is this a problem? well instead of taking a third at this point you add 4 gateways and a citadel. he can't push out until he kills your reaver. you already fall behind because of siege expo vs 2 gate robo build and now you take a late 3rd. your build is good against 2 fact granted but he didn't 2 fact.

4) 82/82 stuck on a pylon. nothing more to add.

5) @9 minutes - you have 800 gas. this means two things not enough obs, not enough tech. you're citadel should come soon after your third base.as soon as citadel is done start legs add a templar archives and a stargate. your arbiter tech is so late because you made units out of 6 gateways because taking your third. if you study korean vods you will notice standard BO is 1 gate expand than add robo and a second gateway. the timing to take a third is shortly after your reaver finishes. the next 300 minerals (without cutting probes, nor dragoons nor obs!) go to 2 more gates for a total of 4. and the next 150 go to Citadel. at this point there is 2 options based on scouting. you can delay arbiter tech if terran is doing a gay 6 factory and is getting really aggressive on you and get 4 more gateways for a total of 8 or if they are playing a passive game in which their goal is to take a 3rd you can get your archives and stargate before your 4 gateways and even before leg speed. start making zealots from your 8 gateways. you do not need to start producing zealots before this point except for the 2 going into your shuttle.

6) probe cut the hardest thing in Starcraft. stop making probes when you throw down your extra 4 gateways. you should actually only have about 70 when you cut. when you have 400 minerals take your 4th base and resume making probes until your 4th is done. throw down 4 more gateways for a total of 12.

general tip: always start gateways at the same time and right before a dragoon is about to finish. this maximized unit production and optimized macro. all your gates finish at the same time and finish right when you need to make another round of units. also do no make zealots until you need to because a zealot and a dragoon do not take the same amount of time to build. dragoons are also able to deal with dropship play and vulture harass unlike zealots.

7) you expanded to the wrong third. yes it protects your 4th but they can abuse the cliff near the 2o'clock to push your third. the 10 o'clock allows you to prevent that shit by allowing your pylon wall to take hits for you. also the koreans take that third so their is probably more strategic reasons that I do not fully understand YET.

8) you forgot to put guys on your third gas. you can start a second stargate when your first arbiter is about 2/3 of the way complete. you have enough gas for this because you are making pure zealot and arbiters take 3 years to build.

9) because of earlier arbiter tech you will not get to a point where you have 8k in the bank. strategic recalls will allow you to be aggressive as you should not be letting the terran max. it is a BAD thing to let a terran max on a 2 player map because you will mine out first.

gl hf
i can take you
foppa
Profile Blog Joined July 2008
Canada451 Posts
Last Edited: 2009-08-10 03:34:40
August 10 2009 03:34 GMT
#25
if you gas rush and they leave --> report the game. you get 130 points they get -250. than msg the guy and call him a fag. its the protoss way yo
i can take you
ZpuX
Profile Blog Joined December 2002
Sweden1230 Posts
August 10 2009 03:55 GMT
#26
On August 10 2009 12:27 foppa wrote:
1) don't scout after your first pylon on a 2 player map; scout after the gateway there is nothing to see until than. don't try to kill scv's, you aren't playing for the msl finals here so its ok if your probe doesn't end up with 6 kills. you mention you don't play your standard BO but its your own fault for losing the scout.

2)start building obs as soon as your reaver is done. they do not cost many minerals so start producing 3 at same time.

3) you go shuttle reaver, you're micro is strong and you do damage. why is this a problem? well instead of taking a third at this point you add 4 gateways and a citadel. he can't push out until he kills your reaver. you already fall behind because of siege expo vs 2 gate robo build and now you take a late 3rd. your build is good against 2 fact granted but he didn't 2 fact.

4) 82/82 stuck on a pylon. nothing more to add.

5) @9 minutes - you have 800 gas. this means two things not enough obs, not enough tech. you're citadel should come soon after your third base.as soon as citadel is done start legs add a templar archives and a stargate. your arbiter tech is so late because you made units out of 6 gateways because taking your third. if you study korean vods you will notice standard BO is 1 gate expand than add robo and a second gateway. the timing to take a third is shortly after your reaver finishes. the next 300 minerals (without cutting probes, nor dragoons nor obs!) go to 2 more gates for a total of 4. and the next 150 go to Citadel. at this point there is 2 options based on scouting. you can delay arbiter tech if terran is doing a gay 6 factory and is getting really aggressive on you and get 4 more gateways for a total of 8 or if they are playing a passive game in which their goal is to take a 3rd you can get your archives and stargate before your 4 gateways and even before leg speed. start making zealots from your 8 gateways. you do not need to start producing zealots before this point except for the 2 going into your shuttle.

6) probe cut the hardest thing in Starcraft. stop making probes when you throw down your extra 4 gateways. you should actually only have about 70 when you cut. when you have 400 minerals take your 4th base and resume making probes until your 4th is done. throw down 4 more gateways for a total of 12.

general tip: always start gateways at the same time and right before a dragoon is about to finish. this maximized unit production and optimized macro. all your gates finish at the same time and finish right when you need to make another round of units. also do no make zealots until you need to because a zealot and a dragoon do not take the same amount of time to build. dragoons are also able to deal with dropship play and vulture harass unlike zealots.

7) you expanded to the wrong third. yes it protects your 4th but they can abuse the cliff near the 2o'clock to push your third. the 10 o'clock allows you to prevent that shit by allowing your pylon wall to take hits for you. also the koreans take that third so their is probably more strategic reasons that I do not fully understand YET.

8) you forgot to put guys on your third gas. you can start a second stargate when your first arbiter is about 2/3 of the way complete. you have enough gas for this because you are making pure zealot and arbiters take 3 years to build.

9) because of earlier arbiter tech you will not get to a point where you have 8k in the bank. strategic recalls will allow you to be aggressive as you should not be letting the terran max. it is a BAD thing to let a terran max on a 2 player map because you will mine out first.

gl hf

wow felt like you off quite harsh on some points, but still a very strong analysis gw
Really, play for fun!
GreEny K
Profile Joined February 2008
Germany7312 Posts
August 10 2009 04:59 GMT
#27
Four things, The first post by jimminy_kricket is a good idea, what about a rvr opening sounds like that would keep him busy dealing with it while you can expo and mass up real quick, I have seen your rvr micro its pretty damn good so i would try that. Second, Nitereloaded does have a point about your attitude just dont get gloomy and think to yourself how to counter it without suiciding your whole army. Thirdly, after thinking about it for a while i was thinking something along the lines of a 2 base arb/recall BO and after seeing oystein post i remembered he had a really good DT opening into 2 base arbs while he dropped the T's main. and lastly, Oystein did you not switch to a Z player? Whenever i saw you practicing zvt zvp my heart sank because i love your P.
Why would you ever choose failure, when success is an option.
Shauni
Profile Blog Joined July 2004
4077 Posts
Last Edited: 2009-08-10 09:10:16
August 10 2009 07:32 GMT
#28
On August 10 2009 12:27 foppa wrote:
1) don't scout after your first pylon on a 2 player map; scout after the gateway there is nothing to see until than. don't try to kill scv's, you aren't playing for the msl finals here so its ok if your probe doesn't end up with 6 kills. you mention you don't play your standard BO but its your own fault for losing the scout.

2)start building obs as soon as your reaver is done. they do not cost many minerals so start producing 3 at same time.

3) you go shuttle reaver, you're micro is strong and you do damage. why is this a problem? well instead of taking a third at this point you add 4 gateways and a citadel. he can't push out until he kills your reaver. you already fall behind because of siege expo vs 2 gate robo build and now you take a late 3rd. your build is good against 2 fact granted but he didn't 2 fact.

4) 82/82 stuck on a pylon. nothing more to add.

5) @9 minutes - you have 800 gas. this means two things not enough obs, not enough tech. you're citadel should come soon after your third base.as soon as citadel is done start legs add a templar archives and a stargate. your arbiter tech is so late because you made units out of 6 gateways because taking your third. if you study korean vods you will notice standard BO is 1 gate expand than add robo and a second gateway. the timing to take a third is shortly after your reaver finishes. the next 300 minerals (without cutting probes, nor dragoons nor obs!) go to 2 more gates for a total of 4. and the next 150 go to Citadel. at this point there is 2 options based on scouting. you can delay arbiter tech if terran is doing a gay 6 factory and is getting really aggressive on you and get 4 more gateways for a total of 8 or if they are playing a passive game in which their goal is to take a 3rd you can get your archives and stargate before your 4 gateways and even before leg speed. start making zealots from your 8 gateways. you do not need to start producing zealots before this point except for the 2 going into your shuttle.

6) probe cut the hardest thing in Starcraft. stop making probes when you throw down your extra 4 gateways. you should actually only have about 70 when you cut. when you have 400 minerals take your 4th base and resume making probes until your 4th is done. throw down 4 more gateways for a total of 12.

general tip: always start gateways at the same time and right before a dragoon is about to finish. this maximized unit production and optimized macro. all your gates finish at the same time and finish right when you need to make another round of units. also do no make zealots until you need to because a zealot and a dragoon do not take the same amount of time to build. dragoons are also able to deal with dropship play and vulture harass unlike zealots.

7) you expanded to the wrong third. yes it protects your 4th but they can abuse the cliff near the 2o'clock to push your third. the 10 o'clock allows you to prevent that shit by allowing your pylon wall to take hits for you. also the koreans take that third so their is probably more strategic reasons that I do not fully understand YET.

8) you forgot to put guys on your third gas. you can start a second stargate when your first arbiter is about 2/3 of the way complete. you have enough gas for this because you are making pure zealot and arbiters take 3 years to build.

9) because of earlier arbiter tech you will not get to a point where you have 8k in the bank. strategic recalls will allow you to be aggressive as you should not be letting the terran max. it is a BAD thing to let a terran max on a 2 player map because you will mine out first.

gl hf


Kwark's advice was mostly helpful on last page, but I'm not too sure I agree with all of this.

Response to:

1. Probe scout after pylon doesn't set you back that much and the reason for that was to scout terran cheese. Last game was a nasty one where he went BBS bunker climbing benhind my minerals. I might not have done the BO I like most, but this one is fine and I believe I can execute most of them quite precise, so I don't really see it as a problem.

2. I agree with this, that was a miss.

3. Dude, he went for an early 5 (or 6?) fac push, are you saying I should get 3 base on 2 gate? I'm not playing the msl finals here. When I do that, I usually get demolished by a timing push or vulture harass style terrans.

4.

5. I know this build, but it is same as the response to the 3rd thing. I really wanted to break his push... Is it such a bad thing to get my third a little bit later? I was still ahead in 30-50 pop, are you saying I should try to get even more ahead? I don't really like balancing between minimal amount of units/maximum amount of expansions. Also, I lost my reaver so I don't think I would have defended a push that moment.

6. Is this a rule in starcraft? And when did I cut probes? I don't do these kind of things very consciously...

7. This is kind of bad advice. I did not expand to the wrong third. The bridge third is a lot more difficult to save when they abuse the high ground. It seems like you watch progames so you should know it. Even they are often more comfortable with the 3rd I'm getting. The terrans take the other third because you can protect it from the main. I mentioned it earlier. I could elabore a lot about getting the high ground third vs the bridge third but it isn't relevant. It is very situational and is about preference too.

8. More arbiters... yeah I know

9. I know... It's just that I was afraid of all those mines + sci vess and turrets this game. I tried twice later on in the game, but they died to air damage. There might have been more openings to recall early on, but usually if my first recall fails due to mines, they just steamroll you over with 200/200 army before attempting a second one. I don't believe it should be necessary to rely on recall only to win you games...

A lot of things you addressed is minor mechanical flaws, while they might be accurate, they do not really offer much help. Sure, if I was a very bad player mechanically and if my pylon stop would have any relevance to my loss for example I'd have understood why you brought this up. But as it is, I believe I was on equal ground to my opponent mechanically, if not superior, so some of the things you addressed isn't really necessary.
And other things where you critizise my build and exp placement is - at least to me - a matter of preference. It's like you're trying to tell me to play a build you believe is a 'standard' korean progamer build up to even 100 supply. While I am grateful for you trying to help, the problems I am facing is past the 20 min mark, my early game build wasn't really what I was asking pointers on. I have a lot of PvT reps here where I did the build you desribe too, if you'd rather see that.
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
50bani
Profile Blog Joined June 2009
Romania480 Posts
August 10 2009 09:03 GMT
#29
Yeah man. Camping rules on Destination. And in fact any 2 player map for that matter... I just played a 40 min tvp yesterday and I just siege expoed, got 4 facts, got my third, laid mines and waited. He was passive a lot of the time so I harassed his expansions a bit and just kept him from geting the middle expansions on the plateaus. He recalled me to death and I had to build factories around the map but I still survived.
I'm posting on twoplustwo because I have always been amazed at the level of talent that populates this site --- it's almost unparalleled on the Internet.
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
Last Edited: 2009-08-10 10:57:37
August 10 2009 10:39 GMT
#30
On August 10 2009 16:32 Shauni wrote:
I don't really like balancing between minimal amount of units/maximum amount of expansions.

don't be a pussy.
Find some confidence that you can do it right because that's the way to play.

In starcraft, and you should know it, you rarely can afford to have 'safety nets' vs opponents of the same caliber.

The more your play is 'the middle road', the more it requires your opponent to balance his game as well. By pulling yourself to either side of extremes, you actually make it easier for opponents.

Also, in the last page, when I said your attacks were bad, I wasn't saying you shouldn't have attacked.
You just attacked where HE wanted you to attack(the front line, where he's the strongest) and when he wanted you to attack.

I don't have enough knowledge to say the specifics, but I would go for early arbiter (perhaps of 2 base) and then start expanding like crazy(by crazy I don't mean having 1 more exp than he does -.-) so that the terran NEEDS to move out.
Terran is weaker when on the move, and then when he's streched out, you have many places you can recall to.

. . .
I also felt your third was when watching, so now, rewatching; at 6:10 when you see he has expanded and has siege, from what I know the protoss has 3 options. Go for some sort of allin / take third asap (in this case, the first 400 after you start the reaver) / or go for further tech for some sort of 2 base play.

Since you decided to go for 3rd, you're basically putting yourself behind with each second of delaying it.

It's true you may would have lost to a timing push, but that's because your opponent got the lead in early game BO battle.

So, in this specific game, 2 base arbs would be my choice of action after you saw him take nat.

Your later 3rd(to be safe from timing push) means he takes his 3rd easiler and that leads to long game which you don't want.
Shauni
Profile Blog Joined July 2004
4077 Posts
August 10 2009 10:51 GMT
#31
Unless I know I'm playing a progamer or very good amateur korean, I always try to play it as safe as possible, so that I have something to fall back on if he tries an allin or something unexpected. I suppose it is me underrating my opponents, by thinking 'once it gets to lategame, I'll win with my superior game management'. Sometimes it just doesn't seem to work, especially on maps favorable for terran such as destination. But if you always play on the edge of losing all the time, you won't last very long on a ladder... Despite what Louder says, I'm usually on the defending side of various allins in games, so my playstyle is very cautious, especially in PvT. Oystein always says I should take more risks in this matchup, but I always lose when I do that. This is why I don't do such things as 14 nex, 1 gate exp and similiar 'risky' strategies anymore.
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
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
August 10 2009 11:01 GMT
#32
On August 10 2009 19:51 Shauni wrote:
Unless I know I'm playing a progamer or very good amateur korean, I always try to play it as safe as possible, so that I have something to fall back on if he tries an allin or something unexpected. I suppose it is me underrating my opponents, by thinking 'once it gets to lategame, I'll win with my superior game management'. Sometimes it just doesn't seem to work, especially on maps favorable for terran such as destination. But if you always play on the edge of losing all the time, you won't last very long on a ladder... Despite what Louder says, I'm usually on the defending side of various allins in games, so my playstyle is very cautious, especially in PvT. Oystein always says I should take more risks in this matchup, but I always lose when I do that. This is why I don't do such things as 14 nex, 1 gate exp and similiar 'risky' strategies anymore.

well, you can't have your cake and eat it too.

each style has its ups and downs.

If you play safe, like you said, you may do well in ladder, but occasionally games like this will happen and you won't be entitled to complain.

In PvT if both play cautiously, Terran wins imo.
TvZ, Z wins.
Dunno bout ZvP.
knightpraetor
Profile Joined October 2008
United States180 Posts
August 10 2009 14:10 GMT
#33
I kind of agree that on ladder you're best off playing ultrasafe; but I still think your early build order got directly countered making it a really hard game for you. You don't see many 2 gates on most maps since the terran can just CC in base and get some scvs then lift off when it is safe to push out. If the econ disadvantage to that is enough that that build order isn't used much anymore (outside of places like colosseum), then I would think 2 gate robo places you massively behind. I would think A- micro would own a 2 fact push with just the 2 gate even without obs, just snipe stuff on the way out and goon dance to shoot down mines if he pushes you back too far.

anyways, i'm a noob, so thanks for posting this. We all got to read people's thoughts on the matchup here thanks to you.
SkepTicAL
Profile Blog Joined August 2008
Canada872 Posts
August 10 2009 16:04 GMT
#34
On August 10 2009 11:51 Kwark wrote:
Show nested quote +
On August 10 2009 11:31 SkepTicAL wrote:
Play SKT1 Protoss style and you won't even have to get to late game. Infernal does it to me all the time ~_~

Willing to share any reps?

My auto replay doesn't work, ask infernal.
AeriALsLighT @AerialsLight
Louder
Profile Blog Joined September 2002
United States2276 Posts
August 10 2009 17:39 GMT
#35
On August 10 2009 19:51 Shauni wrote:
Unless I know I'm playing a progamer or very good amateur korean, I always try to play it as safe as possible, so that I have something to fall back on if he tries an allin or something unexpected. I suppose it is me underrating my opponents, by thinking 'once it gets to lategame, I'll win with my superior game management'. Sometimes it just doesn't seem to work, especially on maps favorable for terran such as destination. But if you always play on the edge of losing all the time, you won't last very long on a ladder... Despite what Louder says, I'm usually on the defending side of various allins in games, so my playstyle is very cautious, especially in PvT. Oystein always says I should take more risks in this matchup, but I always lose when I do that. This is why I don't do such things as 14 nex, 1 gate exp and similiar 'risky' strategies anymore.


Now now, I believe I told you I retracted that you were nothing but a cheeser

I think winning PvT in a long game on Destination comes down to your ability to find holes, which there always are - and your ability to effectively attack those holes. Storm and proper upgrades are a crucial part of that, as are keeping shuttles with your army at all times and replacing them as they die. Also, hallucinating arbiters for recalls can help you find / abuse not-quite-openings.

Early game I generally feel behind on this map unless I get some kind of advantage. I often either do a fastest possible DT build, a proxy robo reaver build (with shuttle speed), or a dt drop - often with a proxy first gate on any of those builds. I just find the map too hard to play against a Terran who isn't pressured early game and can do a minimal defense early game macro build where he instantly has a huge mid game army that I can't fight on the bridges.

All things considered though, I have been having a lot of trouble PvT lately, though I'm starting to come out of that. I especially feel that no matter what situation I'm in, Terran can just suicide vultures until all my probes are dead, while I can't harass him at all, and then I try to counter a 20 vulture suicide runby and die to 25 siege tanks.

I've found that I get into that situation mostly when I don't apply early pressure and get an advantage - when I just play "normal" macro builds where you just outproduce Terran. When I pressure and use fast tech to get an advantage, double expand into 6-7 gate with arbiter, and aggressively deny pushes / attempts to take a third, things go much better. I've also discovered that I need to time my forges so they finish with my third nexus, as well as a pylon at that base, so I can immediately cannon then pylon wall it. It's really worth it to pylon wall + make enough cannons that they can't vulture the wall and that they can't drop inside the base.

Sorry this wasn't more organized but I've only been awake half an hour. Hope something in it was useful.
Louder
Profile Blog Joined September 2002
United States2276 Posts
August 10 2009 17:48 GMT
#36
On August 10 2009 12:27 foppa wrote:
1) don't scout after your first pylon on a 2 player map; scout after the gateway there is nothing to see until than. don't try to kill scv's, you aren't playing for the msl finals here so its ok if your probe doesn't end up with 6 kills. you mention you don't play your standard BO but its your own fault for losing the scout.

2)start building obs as soon as your reaver is done. they do not cost many minerals so start producing 3 at same time.

3) you go shuttle reaver, you're micro is strong and you do damage. why is this a problem? well instead of taking a third at this point you add 4 gateways and a citadel. he can't push out until he kills your reaver. you already fall behind because of siege expo vs 2 gate robo build and now you take a late 3rd. your build is good against 2 fact granted but he didn't 2 fact.

4) 82/82 stuck on a pylon. nothing more to add.

5) @9 minutes - you have 800 gas. this means two things not enough obs, not enough tech. you're citadel should come soon after your third base.as soon as citadel is done start legs add a templar archives and a stargate. your arbiter tech is so late because you made units out of 6 gateways because taking your third. if you study korean vods you will notice standard BO is 1 gate expand than add robo and a second gateway. the timing to take a third is shortly after your reaver finishes. the next 300 minerals (without cutting probes, nor dragoons nor obs!) go to 2 more gates for a total of 4. and the next 150 go to Citadel. at this point there is 2 options based on scouting. you can delay arbiter tech if terran is doing a gay 6 factory and is getting really aggressive on you and get 4 more gateways for a total of 8 or if they are playing a passive game in which their goal is to take a 3rd you can get your archives and stargate before your 4 gateways and even before leg speed. start making zealots from your 8 gateways. you do not need to start producing zealots before this point except for the 2 going into your shuttle.

6) probe cut the hardest thing in Starcraft. stop making probes when you throw down your extra 4 gateways. you should actually only have about 70 when you cut. when you have 400 minerals take your 4th base and resume making probes until your 4th is done. throw down 4 more gateways for a total of 12.

general tip: always start gateways at the same time and right before a dragoon is about to finish. this maximized unit production and optimized macro. all your gates finish at the same time and finish right when you need to make another round of units. also do no make zealots until you need to because a zealot and a dragoon do not take the same amount of time to build. dragoons are also able to deal with dropship play and vulture harass unlike zealots.

7) you expanded to the wrong third. yes it protects your 4th but they can abuse the cliff near the 2o'clock to push your third. the 10 o'clock allows you to prevent that shit by allowing your pylon wall to take hits for you. also the koreans take that third so their is probably more strategic reasons that I do not fully understand YET.

8) you forgot to put guys on your third gas. you can start a second stargate when your first arbiter is about 2/3 of the way complete. you have enough gas for this because you are making pure zealot and arbiters take 3 years to build.

9) because of earlier arbiter tech you will not get to a point where you have 8k in the bank. strategic recalls will allow you to be aggressive as you should not be letting the terran max. it is a BAD thing to let a terran max on a 2 player map because you will mine out first.

gl hf


1. Wrong. Scout after your pylon 100% of every game you ever play. It doesn't slow down your economy and the sooner you know what's going on the better. Also the ability to probe harass and block buildings is key.

2. Don't queue up obs of all units. They cost a lot of gas and early on can interfere with other things being built. But definitely start one the instant a reaver is finished.

3. It's fine to take your third after you have built some army, especially if you expanded first and have done damage with harassment. Just be sure you don't wait until 120 psi to grab it.

4. Missing pylons sucks but it happens to all of us. I try to stay 8-10 ahead of at all times, so after starting a new round of units, pylons are warping in, and I've got a lot available before I need it.

5. You definitely want to spend your gas better. I like getting citadel and starting arbiter tech while still on 2 gates if I do good damage with reaver harass, before taking a third and adding more gates. Also, a bit point here: you want to make getting storm a BIG priority when you know T is going to do a 5-6 factory push. It's crucial and you should get it quickly. Additionally, storm drops immediately following the end of a line of reaver harass are brutal.

6. Agreed. Cutting probes is pretty important as is gateway timing.

7. This is nonsense. The ramp third is much easier to defend from all sorts of harassment as well as from a push. More importantly after your third is up on Destination, you should be maxing very soon and taking all the bases you can, including both sides and your 4 expands around your main

8. Good observation. 3 on gas, doubt this was intentional.

9. Nothing wrong with a bank once maxed, but 8k is definitely excessive. Be aggressive, find holes, there's always somewhere you can attack and punish T for taking half the map.
thunk
Profile Blog Joined March 2008
United States6233 Posts
August 10 2009 18:14 GMT
#37
On August 10 2009 08:15 ColdLava wrote:
I wish more high level players like Shauni would openly ask for help in TLNet forums because I learn a lot even though it's way past my skill level. so thanks for this thread shauni :D a lot of subtle things in gameplay are revealed in these type of threads, and these threads help just about everyone

Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
Shauni
Profile Blog Joined July 2004
4077 Posts
Last Edited: 2009-08-10 19:04:01
August 10 2009 18:52 GMT
#38
After talking for a while with Rage and rewatching the replay again I realized that I should be a lot more careful on in which way to max out my army (the first time around). I was maxed out while he was still around 140 pop - even so I don't believe I could have attacked anything up front, since his tankline was well spread over his natural bridge and third.
Because I maxed out with mostly zealgoon and only two arbiters, I let him push to his 'highground' third very easily which also made me lose the game in the end. Later on, I gain a better army composition (even though it's not optimal) with storms and stasis yet it's too late since he's already at 200/200 and set up properly across his half while my expansions starts to run out.


Some people seem to mention that I should get my third up very early, especially after being put in such a disadvantageous build. I'm still not sure whether this is good or bad advice, but Rage said something interesting about how I should be using timing based builds to get superior economy (alike the one foppa talked about - with cutting probes and similiar) instead of the usual 'flowing' style I use in PvT - where I amass units and use my extra minerals to expand once I'm confident I won't get destroyed by a timing push or persistent vulture harass.
That is on such maps as Destination and against this type of play... But it's difficult to know how the terran will play, how aggressive he will be and when he will max out, especially when I couldn't get an obs inside his base.


I don't think you watched the replay at the time you posted those replies Louder (the first post wasn't very relevant since he barely vulture harassed at all and never moved past the bridges in the game), but I agree with you on most points, you corrected his advice post better than I did.
Hallucinating arbiters is such a desperate move though. I only see them being used in games where terran has an extremely well setup recall defense and has no real openings. It usually ends in failure anyway. I still have a lot of nightmares from the Blue Storm lategame days when I didn't realize you had to go carriers there else you died. I made a similiar help thread for that map and I believe Louder (not sure, might have been someone else) also posted a similiar desperate theorycrafting thread about that map, something about mind controlling scvs to get a double limit army.
In any case, I don't believe Destination is as bad as Blue Storm in lategame because of the better layout, but since terrans has gotten a lot better at using EMP (even though this terran was no monster in that regard) it can feel extremely hopeless in some longer games.
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
GreEny K
Profile Joined February 2008
Germany7312 Posts
August 10 2009 19:06 GMT
#39
"3. It's fine to take your third after you have built some army, especially if you expanded first and have done damage with harassment. Just be sure you don't wait until 120 psi to grab it."

What is so important about doing it before 120? Please explain.
Why would you ever choose failure, when success is an option.
Louder
Profile Blog Joined September 2002
United States2276 Posts
August 10 2009 20:08 GMT
#40
On August 11 2009 03:52 Shauni wrote:
After talking for a while with Rage and rewatching the replay again I realized that I should be a lot more careful on in which way to max out my army (the first time around). I was maxed out while he was still around 140 pop - even so I don't believe I could have attacked anything up front, since his tankline was well spread over his natural bridge and third.
Because I maxed out with mostly zealgoon and only two arbiters, I let him push to his 'highground' third very easily which also made me lose the game in the end. Later on, I gain a better army composition (even though it's not optimal) with storms and stasis yet it's too late since he's already at 200/200 and set up properly across his half while my expansions starts to run out.


Some people seem to mention that I should get my third up very early, especially after being put in such a disadvantageous build. I'm still not sure whether this is good or bad advice, but Rage said something interesting about how I should be using timing based builds to get superior economy (alike the one foppa talked about - with cutting probes and similiar) instead of the usual 'flowing' style I use in PvT - where I amass units and use my extra minerals to expand once I'm confident I won't get destroyed by a timing push or persistent vulture harass.
That is on such maps as Destination and against this type of play... But it's difficult to know how the terran will play, how aggressive he will be and when he will max out, especially when I couldn't get an obs inside his base.


I don't think you watched the replay at the time you posted those replies Louder (the first post wasn't very relevant since he barely vulture harassed at all and never moved past the bridges in the game), but I agree with you on most points, you corrected his advice post better than I did.
Hallucinating arbiters is such a desperate move though. I only see them being used in games where terran has an extremely well setup recall defense and has no real openings. It usually ends in failure anyway. I still have a lot of nightmares from the Blue Storm lategame days when I didn't realize you had to go carriers there else you died. I made a similiar help thread for that map and I believe Louder (not sure, might have been someone else) also posted a similiar desperate theorycrafting thread about that map, something about mind controlling scvs to get a double limit army.
In any case, I don't believe Destination is as bad as Blue Storm in lategame because of the better layout, but since terrans has gotten a lot better at using EMP (even though this terran was no monster in that regard) it can feel extremely hopeless in some longer games.


Actually no I didn't watch the replay, I just responded to things I saw mentioned in your post , general complaints. It sounds like you already solved the problem though - in regard to army composition especially. Maxed P army with storm should trample a 140 T army like it's nothing.

I actually don't think hallucinated arbs is a desperation move. I have been trying to always send a few hallucinated arbs w/ my main one lately. I did make a theorycrafting post once about stealing a worker on a map like blue storm, and I've actually successfully done this in a few games by making battle cruisers, but you have to have a pretty hellacious lead
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