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How to scout terran as zerg? - Page 2

Forum Index > StarCraft 2 Strategy
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teamsolid
Profile Joined October 2007
Canada3668 Posts
March 26 2010 18:57 GMT
#21
With the threat of early baneling busts, every decent T should now be walling in his front with 3 large buildings (e.g. rax/rax/rax, rax/eng/rax, rax/rax/fac). It should be pretty obvious what he's doing if you see 3 rax, same idea if you see a fac. If he walls in with supply depots, simply bust down his front and win with speedlings.
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
March 26 2010 19:07 GMT
#22
It's the exact same as SC1 - Send a ling and infer information from their infantry count. I don't see how this is suddenly a problem in SC2 when it's a very similar situation.
Moderator
Bosu
Profile Blog Joined June 2008
United States3247 Posts
Last Edited: 2010-03-26 19:09:35
March 26 2010 19:07 GMT
#23
You can't bust a terran front with speedlings. Banelings and speedlings yes, but it is a very all in build. And an all in build is not what is being discussed in this thread.

And it may not be different then sc1. But I feel like there are a lot more options that the terran could make in his tech in sc2 that is hard to counter in SC2.

In SC1 Mutas were a solid choice against almost everything. I feel like they are a much weaker choice in SC2.
#1 Kwanro Fan
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-03-26 19:19:48
March 26 2010 19:13 GMT
#24
On March 27 2010 04:07 Chill wrote:
It's the exact same as SC1 - Send a ling and infer information from their infantry count. I don't see how this is suddenly a problem in SC2 when it's a very similar situation.


There are many different viable 1base openings in TvZ, and they each require a different reaction from Z.

Terran wallin -> make 2 marines -> one of many different openings, how can you reliably scout them?

Hellions: terran makes factory behind wallin, pumps 2-6 hellions and hides them behind the wallin, you can't see it by running a zergling up the ramp

M&M: terran leaves 2 marines at wallin, and makes 2 barracks behind wallin and pumps mass infantry while only letting you see the 2 marines that are at the wallin, you can't see the additional barracks by running a zergling up the ramp

Fast banshee: terran makes factory -> 1 or 2 starports behind wallin, you can't see it by running a zergling up the ramp

Fast expand: terran makes CC behind the wallin, you can't see it by running a zergling up the ramp

Each one of these requires a different reaction from Z, there's not one generic opening that is safe against all of them.

edit: depending on the map sending a slow overlord at the right timing can defintely let you scout, but maps like blistering sands, desert oasis, steppes, lost temple, metalopolis all have large, ramped mains that make it easy to deny scouting & hide your opening.
next week on Everybody Loves HypnoToad:
sluggernaut
Profile Joined March 2010
United States2 Posts
March 26 2010 19:15 GMT
#25
Just to note, Terrans rely heavily on their mules early game to even stay economically competitive. As a result you shouldn't restrict based on resources.
Monk___
Profile Joined March 2010
United States123 Posts
March 26 2010 19:17 GMT
#26
Here are my tips on this situation.
1) let that first drone stay in his base as long as possible. Sometimes you will see 2 barracks going up, if no gas you know he is massing marines. (mass roaches to counter)
2) if you see 1 gas being built and 1 barracks keep running lings up the ramp trying to see what he has. (Smart terrans won't let you see all their units but more often then not you do see a lot)
3) If you see marauders chances are you don't have to worrry about helions or banshees for a bit. (Counter with speedlings roaches mostly speedlings.
4)If you see 2 gasses going up you know he is teching, get roaches to defend against helions, and then hyrda fast cause you better believe banshees are coming next.
5) If you really have no clue suicidie an overlord. Look at it as 100 mineral scout. However plan on that overlord dying and make extra overlord before u suicide it.
6) Upgrade overlord speed as soon as you hit tier 2.
Bosu
Profile Blog Joined June 2008
United States3247 Posts
March 26 2010 19:21 GMT
#27
Good tips. I probably should take more note of how fast they get a second gas.
#1 Kwanro Fan
akito272
Profile Joined March 2010
Argentina4 Posts
March 26 2010 19:26 GMT
#28
How about sending ovi very close to the edge of the screen? In several maps cristals are near a clif. So you go slowly(lol) and reach the base.Ok ovi will die but you can see.

teamsolid
Profile Joined October 2007
Canada3668 Posts
March 26 2010 19:27 GMT
#29
On March 27 2010 04:07 Bosu wrote:
You can't bust a terran front with speedlings. Banelings and speedlings yes, but it is a very all in build. And an all in build is not what is being discussed in this thread.

And it may not be different then sc1. But I feel like there are a lot more options that the terran could make in his tech in sc2 that is hard to counter in SC2.

In SC1 Mutas were a solid choice against almost everything. I feel like they are a much weaker choice in SC2.

Because this all-in build exists, T should be walling in with large structures is what I'm saying, which grants the Z much more information. So if he walls in with supply depots, I say go ahead and punish him for it with a baneling/speedling break.
ThatsNoMoon
Profile Joined March 2010
Mexico344 Posts
March 26 2010 19:32 GMT
#30
On March 27 2010 04:17 Monk wrote:
Here are my tips on this situation.

1) let that first drone stay in his base as long as possible. Sometimes you will see 2 barracks going up, if no gas you know he is massing marines. (mass roaches to counter)

2) if you see 1 gas being built and 1 barracks keep running lings up the ramp trying to see what he has. (Smart terrans won't let you see all their units but more often then not you do see a lot)

3) If you see marauders chances are you don't have to worrry about helions or banshees for a bit. (Counter with speedlings roaches mostly speedlings.

4)If you see 2 gasses going up you know he is teching, get roaches to defend against helions, and then hyrda fast cause you better believe banshees are coming next.

5) If you really have no clue suicidie an overlord. Look at it as 100 mineral scout. However plan on that overlord dying and make extra overlord before u suicide it.

6) Upgrade overlord speed as soon as you hit tier 2.



QFT.

This is the guide for ZvT scouting.
When you reach lair you should have NO problems scouting, changeling and overlords should be enough.
Got neurosis from Artosis cause you bunker rushed my heart GG baby, lets go crazy cause the game's about to start
Attica
Profile Joined February 2010
United States277 Posts
March 26 2010 19:56 GMT
#31
On a lot of maps you can position the overlord to see when he builds refineries. Use that info to guess what kind of tech he's going. It's the most info you're going to get once he walls his choke besides using a ling to peak at his army at his choke.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-03-26 20:10:55
March 26 2010 20:08 GMT
#32
Heres me scouting in ZvT:

-Early overlord scout for proxies then send ovie near his base in a hidden/protected position.
-First couple zerglings check his wall. If he has no wall in, or only has 2-3 marines assume hellions until you see otherwise and throw down roach den, build a few roaches for defense.
-Early lair pretty much every game followed by quick overlord speed while still checking him out with zerglings
-I usually sacrifice one overlord if I don't know what exactly what they are doing. If you have overlord speed its joke easy to scout their base, and worse case you lose 100 minerals (which is actually cheaper than scanning as terran). The timing of this sacraficial ovie should be aimed at checking for a starport/banshees. If they quick tech to banshees they wont have enough AA to down your ovie before it sees anything unless its a map where they can easily hide and protect buildings. I usually don't even get overseers until I need detection, because overlords with speed are dirt cheap and scout just fine.

Basically, infer what you can from what you see on his choke, and if you are in the dark, send some ovies to die. It's better to be behind 100 minerals than clueless about what hes building.
onmach
Profile Blog Joined March 2009
United States1241 Posts
March 26 2010 20:11 GMT
#33
It isn't always possible to reach lair in time to scout.

During my placement matches, right about the time I started morphing an overseer to scout, the terran moved out with like 10 marauders and 2 or 3 hellions. I had a lot of speedlings because I knew that there would be marauders shortly and I made more, but the hellions hid behind the marauders and roasted them all within seconds. I don't think he took more than a couple marauder losses.

I would have had to produce a lot more troops and not even bother saturating my second hatch at all to beat that. An overlord sac in this case would have worked, but I had no way to know that. 90% of the time marines will waste my slow overlord before I get a view of any buildings, so I decided to wait for overseer, but that was too late.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-03-26 20:43:28
March 26 2010 20:41 GMT
#34
On March 27 2010 05:08 Wr3k wrote:
Heres me scouting in ZvT:

-First couple zerglings check his wall. If he has no wall in, or only has 2-3 marines assume hellions until you see otherwise and throw down roach den, build a few roaches for defense.


I see a problem here, 2-3 marines at his ramp means nothing, you can't just assume he is making hellions, he could be doing mass marauders, M&M w/stim, fast banshee, or FE + bunker.

On March 27 2010 05:08 Wr3k wrote:
-Early lair pretty much every game followed by quick overlord speed while still checking him out with zerglings


I see another problem here, going fast lair every game is not good, you will be behind against certain builds, particularly M&M w/ fast stim or FE + bunker build.

On March 27 2010 05:08 Wr3k wrote:
-I usually sacrifice one overlord if I don't know what exactly what they are doing. If you have overlord speed its joke easy to scout their base, and worse case you lose 100 minerals (which is actually cheaper than scanning as terran). The timing of this sacraficial ovie should be aimed at checking for a starport/banshees. If they quick tech to banshees they wont have enough AA to down your ovie before it sees anything unless its a map where they can easily hide and protect buildings. I usually don't even get overseers until I need detection, because overlords with speed are dirt cheap and scout just fine.

Basically, infer what you can from what you see on his choke, and if you are in the dark, send some ovies to die. It's better to be behind 100 minerals than clueless about what hes building.


The problem isn't with scouting after you get lair, the problem is scouting terran's opening and responding appropriately.

I agree that the best way to scout is probably to sac a slow ovie in the first 5 minutes of the game, timed so that you can see if terran is building barracks, factory, starport, or CC behind his wallin.

On March 27 2010 04:17 Monk wrote:
Here are my tips on this situation.
1) let that first drone stay in his base as long as possible. Sometimes you will see 2 barracks going up, if no gas you know he is massing marines. (mass roaches to counter)
2) if you see 1 gas being built and 1 barracks keep running lings up the ramp trying to see what he has. (Smart terrans won't let you see all their units but more often then not you do see a lot)
3) If you see marauders chances are you don't have to worrry about helions or banshees for a bit. (Counter with speedlings roaches mostly speedlings.
4)If you see 2 gasses going up you know he is teching, get roaches to defend against helions, and then hyrda fast cause you better believe banshees are coming next.
5) If you really have no clue suicidie an overlord. Look at it as 100 mineral scout. However plan on that overlord dying and make extra overlord before u suicide it.
6) Upgrade overlord speed as soon as you hit tier 2.


These are really good tips, thanks.
next week on Everybody Loves HypnoToad:
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