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Because I'm a noob, I have been contained by T a lot. And I finally found a way around it.
Get an obs ASAP. Get a sgate and make one scout (you may begin flaming) and use the two to take out as many mines as you can.
meanwhile get 4-5 gates and make zeals/goons with range, (speed and storm too if you have time)
hit sieged tanks with scout(s). if they retreat then you push. if they dont then you finish blowing one up and then push. if t tries to make turret kill the scv. when you push use your scout too.
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be advised this is a d guide and probly wont work higher up.
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best guide i ever read 8]
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this is the secret ive been waiting for.
@op why destination?
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LOLOLOLOLOLOL what if there's a goliath?
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On November 23 2009 00:45 redneck_mike wrote: i hope that's sarcasm yeah, me too :/
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On November 23 2009 00:49 YPang wrote:LOLOLOLOLOLOL what if there's a goliath? 
or if the terran builds a turret? plan = smasht
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There's an answer to breaking terran pushes, but it's not scouts. All the money thrown at the scout which gets hard countered by a goliath could have bought more goons, or gotten templar and storm or something.
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LMFAOLMFAO
i just realized his name is "Redneck_Mike" LMFAO it all makes sense now! XD
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destination because that map has brutal contains
@pang, if he has goliaths move the scout somewhere where there are no goliath's
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On November 23 2009 00:54 redneck_mike wrote: destination because that map has brutal contains
@pang, if he has goliaths move the scout somewhere where there are no goliath's so true
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On November 23 2009 00:51 yarkO wrote:Show nested quote +On November 23 2009 00:49 YPang wrote:LOLOLOLOLOLOL what if there's a goliath?  or if the terran builds a turret? plan = smasht kill the scv
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On November 23 2009 00:39 redneck_mike wrote: Because I'm a noob, I have been contained by T a lot. And I finally found a way around it.
Get an obs ASAP. Get a sgate and make one scout (you may begin flaming) and use the two to take out as many mines as you can.
meanwhile get 4-5 gates and make zeals/goons with range, (speed and storm too if you have time)
hit sieged tanks with scout(s). if they retreat then you push. if they dont then you finish blowing one up and then push. if t tries to make turret kill the scv. when you push use your scout too. This guy is a noob. He gets contained by T a lot, but there's a way around it. 1. Get an obs 2. Make a sgate +1 scout. Use the scout to wipe out Terran minefield 3. Get 4-5 gates and pump out zeals/goons and remember to get range *optional*speed and storm(only if you have time, depends how fast terran contains you proly) 4. Target fire the tanks with scouts to intimidate Terran into retreating. If they don't retreat, blow one up and then push. *If T tries to make a turret, kill the scv 5. If scout is still alive keep it as vessel defense
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you just forgot the use of the scout, otherwise thanks
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On November 23 2009 01:04 redneck_mike wrote: you just forgot the use of the scout, otherwise thanks oh sorry about that, I'll edit it in now. I think the only part i missed was the scout taking out the mines. Let me konw if I missed anything else!
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On November 23 2009 01:05 Racenilatr wrote:Show nested quote +On November 23 2009 01:04 redneck_mike wrote: you just forgot the use of the scout, otherwise thanks oh sorry about that, I'll edit it in now. I think the only part i missed was the scout taking out the mines. Let me konw if I missed anything else! that's pretty much it thanks again!
5. oh and if scout is still alive keep it as vessel defense
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what stupid terran WILL not put a turret in their contain? that's stupid..
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no the point is to kill the scv before he makes a turret
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I feel like switchin to protoss after readin this guide
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i would laugh so hard if i ever saw a scout try to clear my minefield.
.. and then i'd build a turret
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for the last time
a scout can kill an scv before the turret comes up
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okay-- let's pretend you notice my SCV building a turret in between your mine slaying.
what's to stop me from using the two SCVs (at least) I bring along to build things to build 2 MORE turrets?
or, in similar vein, what's to stop me from just finishing the turret? I really think your minerals are better spent elsewhere. run like 4 zealots through the minefield at different angles. that can usually clear a bunch.
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This is gonna be used in PL in few weeks. You heard it here first!
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terran would already have a turret up, a shuttle would be much more useful, your strategy is way too all in.
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shuttles<vessels that's why
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16977 Posts
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I used to get contained and freak also, but there are definitely ways around it. First of all, when you scout the wall the terran usually puts up, you need to come up with a plan to throw him off balance. You know he is either seige expanding or 2 facting. At low levels, there is a very nice answer to crush this containg shitter terran: DTs 
Work on your mechanics and your macro. Make sure you are always making a probe, and DONT fucking be late for those pylons or else you will just be throwing the game away. Just be tight with your build, and keep a zeal and a goon at your choke to prevent him scouting your plan. As your archives is warping in, warp in a second gate, and make sure you have enough resources and supply to instantly start making those 2 darkies. When you leave your choke, don't slash his SCV, and dont walk the normal scouting path, bend around it. If he hasnt started floating his CC over yet, slash down a depot, and head for those SCVs. If there is a turret around his CC and you cant possibly kill it without losing both DTs, then kill anything you can out of range. The main goal here is to delay his seige expand and forms of detection. If it is unsafe for your DTs in his base, sit at his natural and slash at anything you see. If you want to be even more aggressive, warp in a robo after your first two DTs. This way, if he has a turret at his choke, you can just drop right on his scvs. If this doesnt work, at least you have a shuttle for some zealot bombing and possible elevator when you are trying to break his choke, AND you can get obs to defuse those pesky mines and reveal his positioning at all times
In the meantime, you should continue your macro. Make the decision between two and four initial DTs, but after that you need to constantly pump goons and/or expand before he does. After your expo is up, add a few gateways, and keep pumping zeals and goons. Dont forget zeal speed. AND DONT FORGET PYLONS!
GL HF
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On November 23 2009 02:13 Empyrean wrote: You're a terrible troll.
who said i was trolling?
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On November 23 2009 01:48 redneck_mike wrote: for the last time
a scout can kill an scv before the turret comes up
a scout cannot kill an SCV building a turret and being repaired by another SCV
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On November 23 2009 02:08 redneck_mike wrote: shuttles<vessels that's why what? vessels don't do anything to shuttles. a zealot bomb is way more useful then a scout. and u don't have to build a stargate to use a zealot bomb, either. and btw, turrets will be up way before your stargate is done.
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and dt's get raped by mines
BUT
they do deny vultures so it is a good idea to make 2-3
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On November 23 2009 02:16 redneck_mike wrote:who said i was trolling?
Some people think that because they have a ridiculous post count they can for speak everyone, but shit like that just lessens the quality of this forum.
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On November 23 2009 01:13 redneck_mike wrote: oh and if scout is still alive keep it as vessel defense
Damn that pesky Vessel harass! Now I know what will hold it off. Thanks!
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if turret is coming clear as many mines as you can and then push
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uhhh I didnt read this
shuttles<vessels that's why
you may want to check out liquipedia.net
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Strategy thread of the week IMO.
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On November 23 2009 00:39 redneck_mike wrote: Because I'm a noob, I have been contained by T a lot. And I finally found a way around it.
Get an obs ASAP. Get a sgate and make one scout (you may begin flaming) and use the two to take out as many mines as you can.
meanwhile get 4-5 gates and make zeals/goons with range, (speed and storm too if you have time)
hit sieged tanks with scout(s). if they retreat then you push. if they dont then you finish blowing one up and then push. if t tries to make turret kill the scv. when you push use your scout too. or, you know, mine out the back mineral. but hey scouts, yeah!
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Can a scout even kill an SCV in the time it takes to make a turret? The AtG damage is so worthless I can't honestly see ANYONE thinking this is a good idea.
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mining out the back wont stop the fuckton of units, but if you need those resources mine away!
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if there are no turrets/goliaths wouldn't it be better to get a shuttle and zealbomb your way out?
+ Show Spoiler +
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On November 23 2009 01:34 UFO wrote: I feel like switchin to protoss after readin this guide OP is better than 1a2a3a memes
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only after his mines are gone
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On November 23 2009 02:21 jtype wrote:Show nested quote +On November 23 2009 01:13 redneck_mike wrote: oh and if scout is still alive keep it as vessel defense Damn that pesky Vessel harass! Now I know what will hold it off. Thanks! No more EMP raids on your poor probes anymore!
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On November 23 2009 02:44 redneck_mike wrote: only after his mines are gone + Show Spoiler +when you zealbomb u WANT the mines to be there?
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oh i see where this is going
The role of the scout here is minesweeper, so a zealbomb would be much less cost effective
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genius. pure fucking genius
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well i play T and i suck dont get me wrong... but i always go in with some Goliath's for support against shuttle drops... which is what most P will do if stupid T's siege there tanks close to each other... but u know w/e... anyways... yea goliath > scout....
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I don't see why we don't just make more scouts. I mean think of it, this is genius.
If 1 scout can take out x mines, then if you can get about 10 scouts before they know what hit them you can take out x^10 mines, which is a lot of mines if the Terran is smart. I would definitely suggest more scout usage.
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In addition to what Amber[LighT] so correctly pointed out - I would go even further and say, why do we even make any other units in the first place? Scouts clearly have no counters and they can destroy Mines, Turret-building SCVs and Science Vessels, which, let's face it, are the bulk of any Terran push.
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Mr steelcaller, if there are goliaths there are probably few vultures. And if that is the case, there is no need for a minesweeper.
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Amber, I like your thinking but by the time I have ten scouts I will have broken the contain
come to think of it, when i get home next week and don't have to put up with my PSP's text limit, ill make a sair vs scout thread
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i like how all the ps like this thread and all the ts hate it
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On November 23 2009 03:14 redneck_mike wrote: i like how all the ps like this thread and all the ts hate it
Probably because your strategy is game-breaking and the Terrans know their era of dominance is at an end.
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lolwut? No golis.... 2 scvs hard counters any scout aggression long enough to get turrets up... in which case you've just spent a ton of cash on a scout in exchange for clearing a single-digit number of mines. Zealot bombing much better.
On November 23 2009 02:40 redneck_mike wrote: mining out the back wont stop the fuckton of units, but if you need those resources mine away! Ummm.... those are 0 min res, you know that, right?
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Now if only he'd fix PvZ for us....
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On November 23 2009 02:40 redneck_mike wrote: mining out the back wont stop the fuckton of units, but if you need those resources mine away! yeah mining out the back opens up an alternate path thus you arent contained anymore can move out flank the units and kill them. but no, definitely scouts *nods*
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lol wok... i mean getting that back expansion
and jtype in 7 days ill be able to make a guide on pvz scouts
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What about scout vision upgrade? Seems like it would help in spotting the turret scv faster.
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scout vision and speed are recommended if you have the resources
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and be advised that if you still have spare money +1 attack is also recommended because 10 is so much better than 9
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motbob
United States12546 Posts
On November 23 2009 03:40 redneck_mike wrote: and be advised that if you still have spare money +1 attack is also recommended because 10 is so much better than 9 but what if Terran upgrades +1 worker defense?
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On November 23 2009 03:44 motbob wrote:Show nested quote +On November 23 2009 03:40 redneck_mike wrote: and be advised that if you still have spare money +1 attack is also recommended because 10 is so much better than 9 but what if Terran upgrades +1 worker defense?
then you go +2
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On November 23 2009 03:48 redneck_mike wrote:Show nested quote +On November 23 2009 03:44 motbob wrote:On November 23 2009 03:40 redneck_mike wrote: and be advised that if you still have spare money +1 attack is also recommended because 10 is so much better than 9 but what if Terran upgrades +1 worker defense? then you go +2
This strategy is the PvT revolution ! OP for PvT is like Bisu for PvZ - I can see it now.
See - even after u asked such specific question, to which responding requires you to understand the game in and out, he was still able to provide u with an expert-like answer. Indeed , when terran tries to counter you with + 1 worker armor - u can counter it with + 2 scout atack upgrade.
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sarcasm or real?
if real something happened to tl while i was gone
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My clanmate and I were just screwing around one day, and we decided to do a ZvP game. Keep in mind, this is D level.
We wanted to see if he could do a gas-heavy build by taking one of his four drones and getting an extractor on the spot. It worked.
With 4 gas, although you have a 25% drop in minerals, you could get gas on demand and perhaps get a quicker lair; and quicker mutas. Hydra/Muta doesn't deprive you of gas... much.
So I don't know if this only works on D level, and I couldn't get a replay cause my launcher is being retarded and won't work, I'll get one as soon as I can get the thing up and running with ChaosPlugin.
Questions/Comments/Angry Noob Insults?
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This thread is win. Be it sarcasm or whatever, this has got to be the best thread I've ever read.
I also recommend that on top of speed and +2 air weapons upgrade, you should get an additional Stargate, and then upgrade Disruption web for sairs.
Then you don't even NEED dragoons and zealots anymore. Just use scouts and sairs all day. There is absolutely NO counter to this. And don't worry, the timing for this happens before the Terran gets his armory and goliaths. Or his turrets.
+ Show Spoiler +
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On November 23 2009 01:48 redneck_mike wrote: for the last time
a scout can kill an scv before the turret comes up
Uh, by the time you get a stargate up and a scout out, the terran is easily going to have multiple turrets up, no matter how bad he is..
I also really really hope this entire thread is a joke...
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lol fontong posting my 4gas guide? im smarter now.
and that dweb idea sounds good
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What if he locks down scout?
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in OPs defense, kal used scouts to break out of a contain vs forgg(i think?).
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+ Show Spoiler +On November 23 2009 03:01 Amber[LighT] wrote:I don't see why we don't just make more scouts. I mean think of it, this is genius.If 1 scout can take out x mines, then if you can get about 10 scouts before they know what hit them you can take out x^10 mines, which is a lot of mines if the Terran is smart. I would definitely suggest more scout usage. On November 23 2009 03:09 redneck_mike wrote: Amber, I like your thinking but by the time I have ten scouts I will have broken the contain come to think of it, when i get home next week and don't have to put up with my PSP's text limit, ill make a sair vs scout thread On November 23 2009 03:48 redneck_mike wrote:Show nested quote +On November 23 2009 03:44 motbob wrote:On November 23 2009 03:40 redneck_mike wrote: and be advised that if you still have spare money +1 attack is also recommended because 10 is so much better than 9 but what if Terran upgrades +1 worker defense? then you go +2
My day has been made.
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then wait for the lockdown to wear off. by that time, you'll have 2 scouts, and that turret he built will be no match for you.
using lockdown the terran is only delaying his doom
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On November 23 2009 06:50 Leath wrote: What if he locks down scout?
he would take too much time getting ghost and id be free
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what happens if he already has goliath?
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On November 23 2009 07:32 YPang wrote: what happens if he already has goliath?
you move the scout away and then clear the mines in a different area
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On November 23 2009 07:42 redneck_mike wrote:Show nested quote +On November 23 2009 07:32 YPang wrote: what happens if he already has goliath? you move the scout away and then clear the mines in a different area
So how does that break the contain in front of your base? Wasn't that the whole point?
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the scout is the minesweeper not the attacker
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Here's the problem. Teching to Scouts is out of the way. Good strategy utilizes elements of your overall game plan to deal with issues such as contains. You should be getting observers already, using zealots and ranged dragoons to clear mines is much better. Since you already have the robotics, try getting a shuttle to zealot bomb tank clusters and muscle your way out.
Going for scouts gets you an early stargate you aren't going to use, weak expensive units, and poor harassment opportunity.
You can transition much better into a reaver drop after a contain break than scout harass. Keep in mind the economic efficiency of whatever you do, rather than what is the "best counter" for the time being. Everything should fit into your long term plan and scouts simply won't.
I know this thread is mostly sarcasm but some players might actually think this is good advice and try to incorporate scouts as a push breaking solution.
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On November 23 2009 07:42 redneck_mike wrote:Show nested quote +On November 23 2009 07:32 YPang wrote: what happens if he already has goliath? you move the scout away and then clear the mines in a different area but you're still contained aren't you?
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scouts actually are cost effective in this case
see scouts aren't INEFFICIENT, they're UNDERUSED. they work, whether it's minesweeping, vessel hunting, or worker harass and the ability to do the last 2 is why i use scouts instead of zealbombs
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On November 23 2009 08:24 redneck_mike wrote: scouts actually are cost effective in this case
see scouts aren't INEFFICIENT, they're UNDERUSED. they work, whether it's minesweeping, vessel hunting, or worker harass and the ability to do the last 2 is why i use scouts instead of zealbombs
Man are you giving inexperienced players bad ideas... I'm gonna cry when I start seeing replays of people wasting all these resources on scouts and then gettting stomped by a terran.
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Ok, now I'm positive you're just trolling.
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ok i do admit i actually know how to use scouts so yeah this might not work for some
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and i am not trolling, every last word i gave i have meant
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im a D player on iccup, so my opinions are definitely debatable.
the only way i see that this could work is if you get scouts EXTREMELY early in the game. if you get them right when they start making turrets in their contain, it'll be too late. even when i zealot bomb, the turrets are already up and bombing my poor shuttle.
and if you get scouts extremely early, wont that completely screw up your macro?
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On November 23 2009 08:41 redneck_mike wrote: and i am not trolling, every last word i gave i have meant
Then you have an unfathomably deep misunderstanding of StarCraft strategy.
Although I don't believe for a second that you aren't trolling.
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screw up your shuttle?
not unless he has a second line or some goliaths
your shuttle should have enough hp to get into his base and unload
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