• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:24
CEST 16:24
KST 23:24
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
SC4ALL II announced - $10,000 prize pool, Dec 5-63PIG STY FESTIVAL 8.0! (13 - 23 August)8Neeb returns to progaming; rejoins ONSYDE14Weekly Cups (July 20-26): Early returns on 5.0.16b8IntoTheTV X SOOP SC2 League : Weekly & Monthly5
StarCraft 2
General
SC4ALL II: StarCraft 2 Player Announcement 1/8 Balance hotfix patch 5.0.16b (July 16) Neeb returns to progaming; rejoins ONSYDE Clem: "I don't have that much hope in Blizzard" Weekly Cups (July 20-26): Early returns on 5.0.16b
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament SC4ALL II announced - $10,000 prize pool, Dec 5-6 PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly Crank Gathers Season 4: BW vs SC2 Team League
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
ASL22 General Discussion Making an Online Broodwar Manager Game BW General Discussion BW Drama: Terror's Debt Incident + C9 disbanding BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Escore Tournament - Season 3 [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS 2v2v2v2 Tournament
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Odyssey Mineral Stack Saturation PvT advise for noobs
Other Games
General Games
Beyond All Reason Nintendo Switch Thread Path of Exile ZeroSpace Early Access is Now Live! Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Artificial Intelligence Thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
What is a Gamer?
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10862 users

[G] kcdc's PvT FE - Page 61

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 59 60 61 62 63 71 Next
Hane
Profile Joined November 2010
France210 Posts
December 12 2010 15:36 GMT
#1201
I feel the big weakness of 1gate fe is the lack of detection
fast banshie kills so many probes... (like 4 in my main, then 4+ in my natural)... how can i don't autolose vs fast tech ? :/
SaJa
Profile Joined November 2010
France84 Posts
December 12 2010 16:55 GMT
#1202
Making an obs ? Oo
Tiegrr
Profile Blog Joined September 2010
United States607 Posts
December 12 2010 17:02 GMT
#1203
On December 13 2010 00:36 Hane wrote:
I feel the big weakness of 1gate fe is the lack of detection
fast banshie kills so many probes... (like 4 in my main, then 4+ in my natural)... how can i don't autolose vs fast tech ? :/

If he turtles and you can't scout, you should be making a Robo as a habit for that Observer to see what he's building.
EliteReplay
Profile Blog Joined November 2010
Dominican Republic913 Posts
December 12 2010 17:16 GMT
#1204
On December 07 2010 07:51 Minigun wrote:
I've actually worked a gas steal into this, I think it shuts down most of the all ins that can happen, and tends to make them go more towards barracks play ( which is what you want)

I gas steal right before cyber, this also allows you to sneak in a probe as the marine is shooting at the gas.


nice indeed, i was thinking to have a probe hidden like P used to do in PvZ in SC1.
if play random i can't call any race imba?
Pookie Monster
Profile Joined October 2010
United States303 Posts
December 12 2010 17:20 GMT
#1205
On December 09 2010 02:58 kcdc wrote:
For those still struggling against the marine-banshee-raven all-ins, here's a couple replays showing what I've been doing. I scout with a probe for an expo from T, and if it's not there, I start preparing for an all-in by grabbing extra gates. When my obs confirms the all-in, I cut probe production and max out on zealots and stalkers with chrono. By the time T's push finally hits, your army is so big that the PDD doesn't even matter.


[image loading]

[image loading]

In the Shakuras replay, I actually did that scout with my army. That's a little riskier because a 3-rax would be able to kill your army there with conc shell, but I felt like he was either teching or going for a minimally defended expo, and the main army scout would be good against both.



haha ive stopped doing that all in, now i just FE myself and use the same unit composition but now my army is larger and i even can get ghosts in the mix
??
zyglrox
Profile Joined August 2010
United States1168 Posts
December 12 2010 17:24 GMT
#1206
On December 13 2010 00:36 Hane wrote:
I feel the big weakness of 1gate fe is the lack of detection
fast banshie kills so many probes... (like 4 in my main, then 4+ in my natural)... how can i don't autolose vs fast tech ? :/



you must be forgetting something in the build.

ok you poke his ramp with your 2 stalkers and zealot, see only marines no add-on for the rax, or a bunker that means he is teching. even if he is actually not going banshee you need to throwdown the robo and get the obs just incase he goes banshee.

after you throw your nexus down on 29-32ish food cut probes and throw down your robo/2 gates and chrono your first obs AND KEEP IT AT HOME. if he is investing heavily into banshee you will need two observers and you will be forced to stay in your base for a little while. don't worry about it as he won't have much of anything else other than a few banshees for the time being. just try to take as little damage as possible and sit on your economic lead.
champagne for my real friends, and real pain for my sham friends.
Hane
Profile Joined November 2010
France210 Posts
Last Edited: 2010-12-12 17:49:46
December 12 2010 17:39 GMT
#1207
hum... i make my robo around 6:30, so 1st obs is out around 8:00.
His first banshie + cloack is around 8min too, so one of my 2 mineral lines is vulnerable.

http://www.sc2replayed.com/replays/115315-1v1-terran-protoss-scrap-station
Btw i use a little variation of kcdc build, full chrono warp instead of full chrono gate^^
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 12 2010 18:43 GMT
#1208
On December 13 2010 02:20 Pookie Monster wrote:
Show nested quote +
On December 09 2010 02:58 kcdc wrote:
For those still struggling against the marine-banshee-raven all-ins, here's a couple replays showing what I've been doing. I scout with a probe for an expo from T, and if it's not there, I start preparing for an all-in by grabbing extra gates. When my obs confirms the all-in, I cut probe production and max out on zealots and stalkers with chrono. By the time T's push finally hits, your army is so big that the PDD doesn't even matter.


[image loading]

[image loading]

In the Shakuras replay, I actually did that scout with my army. That's a little riskier because a 3-rax would be able to kill your army there with conc shell, but I felt like he was either teching or going for a minimally defended expo, and the main army scout would be good against both.



haha ive stopped doing that all in, now i just FE myself and use the same unit composition but now my army is larger and i even can get ghosts in the mix


I think that sounds a lot more solid. I've been saying for a long time that T's best response is to also expand. Banshee harass into expand+marauders is a real pain in the ass to deal with.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 12 2010 18:47 GMT
#1209
On December 13 2010 02:39 Hane wrote:
hum... i make my robo around 6:30, so 1st obs is out around 8:00.
His first banshie + cloack is around 8min too, so one of my 2 mineral lines is vulnerable.

http://www.sc2replayed.com/replays/115315-1v1-terran-protoss-scrap-station
Btw i use a little variation of kcdc build, full chrono warp instead of full chrono gate^^


Yes, cloak rush hits at about the same time as you get your obs, so you'll probably lose some probes. But cloak rush is a big investment, and if they only kill 5 probes, you're still on 2 bases with 40 workers against their 1 base and 30 workers.
Minigun
Profile Blog Joined August 2010
619 Posts
December 13 2010 00:08 GMT
#1210
as long as you cut probes, a cloaked banshee will never arrive before your obs is out
“Quiet people have the loudest minds.” ― Stephen Hawking
SaJa
Profile Joined November 2010
France84 Posts
December 16 2010 17:58 GMT
#1211
How to counter this godamn 4 gate (or 3) fast warp proxy pylone in pvsp ?... I have enough ... I got only pvsp in ladder and they all doin' the same shit~~
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
December 16 2010 18:05 GMT
#1212
On December 17 2010 02:58 SaJa wrote:
How to counter this godamn 4 gate (or 3) fast warp proxy pylone in pvsp ?... I have enough ... I got only pvsp in ladder and they all doin' the same shit~~

Ask in pvp thread not in pvt ._... (4 gate yourself or go 3 gate robo with two sentrys out fast)
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Jayrod
Profile Joined August 2010
1820 Posts
December 16 2010 21:53 GMT
#1213
On December 13 2010 02:39 Hane wrote:
hum... i make my robo around 6:30, so 1st obs is out around 8:00.
His first banshie + cloack is around 8min too, so one of my 2 mineral lines is vulnerable.

http://www.sc2replayed.com/replays/115315-1v1-terran-protoss-scrap-station
Btw i use a little variation of kcdc build, full chrono warp instead of full chrono gate^^

I didnt check your replay but I noitced that HuK does 2 gates with full chrono on warpgate and expands around the same food as this FE, then he drops robo with first 200 after the nexus, then 2 more gates. I might try his variation but i think chrono on warp with only one gateway probably makes fewer units than chronoing one gate
SaJa
Profile Joined November 2010
France84 Posts
December 18 2010 15:24 GMT
#1214
So what's the best way to do when we see Terran making FE with full rax ?

I make fast ht on 3 gates+1 robo ? Oo
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 18 2010 16:12 GMT
#1215
On December 19 2010 00:24 SaJa wrote:
So what's the best way to do when we see Terran making FE with full rax ?

I make fast ht on 3 gates+1 robo ? Oo


I'm not sure what the best response is against a Terran that safely expands and goes bio. Hopefully some good players will chime in with their responses.

My personal thought process on 1-gate FE vs FE bio T is that well-controlled gateway units--particularly zealots--are strong against bio in smaller food counts, but become very weak as the food counts get higher. Zealots take forever to kill for MM if you manage to prevent kiting with a couple good forcefields, zealots can clean up 10-30 food in MM pretty easily. As the food counts grow, however, zealots get less surface area to attack, they take more damage before they get in range, and the ball of MM is bigger so you can only FF behind the front couple lines of units meaning that even when you get your FFs down, you lose a lot of your zealots to kill a quarter of his bio. A one-base T either has to attack early with ~10-30 food of MM to prevent you from taking advantage or if he attacks later with a larger army, your economy will allow you to have a larger force with much stronger reinforcements. A two-base T can afford to wait until his MM hits the critical mass where gateway units don't pose a threat.

IMO, against a FE T, P has to either mass gateways without tech and try kill the expo quickly or tech to AoE damage quickly. I used to try to rush storm, but I found there were a lot of games where I'd get storm just a little too late. Now I go quickly to collosi, but I'm not sure what the best timing for that is. If you go for collosi, you definitely want to get 2+ collosi with range and do damage before they have many vikings, but I don't know the best way to get there.

Do any good players have thoughts on how many gates you want to produce out while getting your collosi and range? I've found myself cutting production from my first 3 gates to get my collosi really fast, and that seems to hit the right timing before they have more than a couple vikings, but the resulting army is too small. I've also tried being aggressive with 5 gates and teching slowly to collosi, but there, the collosi seem too late. I'm guessing that constant production out of 3 or 4 gates will be the way to go, but I haven't optimized it. You'll also want to consider your timings for your 2nd, 3rd and 4th assimilators as more gas will speed up the collosi tech, but will reduce your gateway unit count.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
December 18 2010 16:49 GMT
#1216
In reply to kcdc: To answer simply, I usually just keep up with my build as usual, but stay at three gateways and make TWO robotics facilities (adding a second ASAP, but obviously after the bay). If you keep pumping collossi out of those, you'll have four or five collossi with range pretty quickly and a decent gateway army. You can poke with those at his FE, and he won't be able to really counter-pressure. If he has more vikings than you can handle (unlikely), then back up and add more gateways and a Twilight Council, maybe take your third (depending on positions and whether or not he decides to pressure you after your attack is thwarted). Try to keep your observer(s) alive to see the timings of the vikings and to see how many he has (if any), since the timing is situational and definitely not concrete.

If he doesn't have enough vikings, try to kill his expansion and force him back into his main. You'll have a lot of collossi, so you can try to target SCVs or whatever you feel is necessary. Don't throw gateway units away, of course-- Just poke with the collossi wherever you can, and if he forces the engagement, attack with your small gateway force as well. If it's going well, you might want a forward pylon (which you can make pretty much anyways) so you can keep reinforcing and break him.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
iamke55
Profile Blog Joined April 2004
United States2806 Posts
December 18 2010 17:02 GMT
#1217
On December 19 2010 01:12 kcdc wrote:
Show nested quote +
On December 19 2010 00:24 SaJa wrote:
So what's the best way to do when we see Terran making FE with full rax ?

I make fast ht on 3 gates+1 robo ? Oo


I'm not sure what the best response is against a Terran that safely expands and goes bio. Hopefully some good players will chime in with their responses.

My personal thought process on 1-gate FE vs FE bio T is that well-controlled gateway units--particularly zealots--are strong against bio in smaller food counts, but become very weak as the food counts get higher. Zealots take forever to kill for MM if you manage to prevent kiting with a couple good forcefields, zealots can clean up 10-30 food in MM pretty easily. As the food counts grow, however, zealots get less surface area to attack, they take more damage before they get in range, and the ball of MM is bigger so you can only FF behind the front couple lines of units meaning that even when you get your FFs down, you lose a lot of your zealots to kill a quarter of his bio. A one-base T either has to attack early with ~10-30 food of MM to prevent you from taking advantage or if he attacks later with a larger army, your economy will allow you to have a larger force with much stronger reinforcements. A two-base T can afford to wait until his MM hits the critical mass where gateway units don't pose a threat.

IMO, against a FE T, P has to either mass gateways without tech and try kill the expo quickly or tech to AoE damage quickly. I used to try to rush storm, but I found there were a lot of games where I'd get storm just a little too late. Now I go quickly to collosi, but I'm not sure what the best timing for that is. If you go for collosi, you definitely want to get 2+ collosi with range and do damage before they have many vikings, but I don't know the best way to get there.

Do any good players have thoughts on how many gates you want to produce out while getting your collosi and range? I've found myself cutting production from my first 3 gates to get my collosi really fast, and that seems to hit the right timing before they have more than a couple vikings, but the resulting army is too small. I've also tried being aggressive with 5 gates and teching slowly to collosi, but there, the collosi seem too late. I'm guessing that constant production out of 3 or 4 gates will be the way to go, but I haven't optimized it. You'll also want to consider your timings for your 2nd, 3rd and 4th assimilators as more gas will speed up the collosi tech, but will reduce your gateway unit count.


Don't think of it in terms of "I must get colossus before he can produce vikings!" Instead, look at it this way: he won't even build vikings until he actually sees your robotics bay, so there's no rush to tech that hard. What I usually do is make a robo around 40 food off of 4 gates, take 2nd and 3rd gas immediately after, and then add the robo bay once my robo is done. Getting the 4th gas too early makes your ground army too stalker/sentry heavy, so I usually don't build it until I want to start upgrading from a forge. Once you have a couple colossus out, it's safe to take a third base. That is around when a twilight council and 2 more gates are added. Charge should be researched immediately. Once you're actually mining from the third base and have 6 gas, that's a good time to add the templar archives and another 2 gates. The general idea is to tech/expand in a way that minimizes the timing windows when you aren't producing gateway units.

Here's a replay of me doing this vs a top 100 terran
[image loading]
During practice session, I discovered very good build against zerg. -Bisu[Shield]
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 18 2010 20:40 GMT
#1218
On December 19 2010 02:02 iamke55 wrote:
Show nested quote +
On December 19 2010 01:12 kcdc wrote:
On December 19 2010 00:24 SaJa wrote:
So what's the best way to do when we see Terran making FE with full rax ?

I make fast ht on 3 gates+1 robo ? Oo


I'm not sure what the best response is against a Terran that safely expands and goes bio. Hopefully some good players will chime in with their responses.

My personal thought process on 1-gate FE vs FE bio T is that well-controlled gateway units--particularly zealots--are strong against bio in smaller food counts, but become very weak as the food counts get higher. Zealots take forever to kill for MM if you manage to prevent kiting with a couple good forcefields, zealots can clean up 10-30 food in MM pretty easily. As the food counts grow, however, zealots get less surface area to attack, they take more damage before they get in range, and the ball of MM is bigger so you can only FF behind the front couple lines of units meaning that even when you get your FFs down, you lose a lot of your zealots to kill a quarter of his bio. A one-base T either has to attack early with ~10-30 food of MM to prevent you from taking advantage or if he attacks later with a larger army, your economy will allow you to have a larger force with much stronger reinforcements. A two-base T can afford to wait until his MM hits the critical mass where gateway units don't pose a threat.

IMO, against a FE T, P has to either mass gateways without tech and try kill the expo quickly or tech to AoE damage quickly. I used to try to rush storm, but I found there were a lot of games where I'd get storm just a little too late. Now I go quickly to collosi, but I'm not sure what the best timing for that is. If you go for collosi, you definitely want to get 2+ collosi with range and do damage before they have many vikings, but I don't know the best way to get there.

Do any good players have thoughts on how many gates you want to produce out while getting your collosi and range? I've found myself cutting production from my first 3 gates to get my collosi really fast, and that seems to hit the right timing before they have more than a couple vikings, but the resulting army is too small. I've also tried being aggressive with 5 gates and teching slowly to collosi, but there, the collosi seem too late. I'm guessing that constant production out of 3 or 4 gates will be the way to go, but I haven't optimized it. You'll also want to consider your timings for your 2nd, 3rd and 4th assimilators as more gas will speed up the collosi tech, but will reduce your gateway unit count.


Don't think of it in terms of "I must get colossus before he can produce vikings!" Instead, look at it this way: he won't even build vikings until he actually sees your robotics bay, so there's no rush to tech that hard. What I usually do is make a robo around 40 food off of 4 gates, take 2nd and 3rd gas immediately after, and then add the robo bay once my robo is done. Getting the 4th gas too early makes your ground army too stalker/sentry heavy, so I usually don't build it until I want to start upgrading from a forge. Once you have a couple colossus out, it's safe to take a third base. That is around when a twilight council and 2 more gates are added. Charge should be researched immediately. Once you're actually mining from the third base and have 6 gas, that's a good time to add the templar archives and another 2 gates. The general idea is to tech/expand in a way that minimizes the timing windows when you aren't producing gateway units.

Here's a replay of me doing this vs a top 100 terran
[image loading]


I have to disagree with you on the window where collosi are good. Good Terran players know the timing when collosi will be a threat and will have a starport+reactor ready to go at that time. They won't mass produce vikings until they see your collosi tech, but they'll be actively scouting an ready to ramp up production whenever necessary. That means you have to either hide the fact that you're making collosi or make use of your collosi before he can match you with adequate vikings. Expanding slows down T's tech as much as it does yours. I think it's a good idea to try to hit a timing window where he's unlikely to be able to have sufficient vikings rather than relying on him making a mistake and being surprised that you did something standard.
shingbi
Profile Joined August 2010
58 Posts
December 18 2010 22:12 GMT
#1219
On December 19 2010 05:40 kcdc wrote:
Show nested quote +
On December 19 2010 02:02 iamke55 wrote:
On December 19 2010 01:12 kcdc wrote:
On December 19 2010 00:24 SaJa wrote:
So what's the best way to do when we see Terran making FE with full rax ?

I make fast ht on 3 gates+1 robo ? Oo


I'm not sure what the best response is against a Terran that safely expands and goes bio. Hopefully some good players will chime in with their responses.

My personal thought process on 1-gate FE vs FE bio T is that well-controlled gateway units--particularly zealots--are strong against bio in smaller food counts, but become very weak as the food counts get higher. Zealots take forever to kill for MM if you manage to prevent kiting with a couple good forcefields, zealots can clean up 10-30 food in MM pretty easily. As the food counts grow, however, zealots get less surface area to attack, they take more damage before they get in range, and the ball of MM is bigger so you can only FF behind the front couple lines of units meaning that even when you get your FFs down, you lose a lot of your zealots to kill a quarter of his bio. A one-base T either has to attack early with ~10-30 food of MM to prevent you from taking advantage or if he attacks later with a larger army, your economy will allow you to have a larger force with much stronger reinforcements. A two-base T can afford to wait until his MM hits the critical mass where gateway units don't pose a threat.

IMO, against a FE T, P has to either mass gateways without tech and try kill the expo quickly or tech to AoE damage quickly. I used to try to rush storm, but I found there were a lot of games where I'd get storm just a little too late. Now I go quickly to collosi, but I'm not sure what the best timing for that is. If you go for collosi, you definitely want to get 2+ collosi with range and do damage before they have many vikings, but I don't know the best way to get there.

Do any good players have thoughts on how many gates you want to produce out while getting your collosi and range? I've found myself cutting production from my first 3 gates to get my collosi really fast, and that seems to hit the right timing before they have more than a couple vikings, but the resulting army is too small. I've also tried being aggressive with 5 gates and teching slowly to collosi, but there, the collosi seem too late. I'm guessing that constant production out of 3 or 4 gates will be the way to go, but I haven't optimized it. You'll also want to consider your timings for your 2nd, 3rd and 4th assimilators as more gas will speed up the collosi tech, but will reduce your gateway unit count.


Don't think of it in terms of "I must get colossus before he can produce vikings!" Instead, look at it this way: he won't even build vikings until he actually sees your robotics bay, so there's no rush to tech that hard. What I usually do is make a robo around 40 food off of 4 gates, take 2nd and 3rd gas immediately after, and then add the robo bay once my robo is done. Getting the 4th gas too early makes your ground army too stalker/sentry heavy, so I usually don't build it until I want to start upgrading from a forge. Once you have a couple colossus out, it's safe to take a third base. That is around when a twilight council and 2 more gates are added. Charge should be researched immediately. Once you're actually mining from the third base and have 6 gas, that's a good time to add the templar archives and another 2 gates. The general idea is to tech/expand in a way that minimizes the timing windows when you aren't producing gateway units.

Here's a replay of me doing this vs a top 100 terran
[image loading]


I have to disagree with you on the window where collosi are good. Good Terran players know the timing when collosi will be a threat and will have a starport+reactor ready to go at that time. They won't mass produce vikings until they see your collosi tech, but they'll be actively scouting an ready to ramp up production whenever necessary. That means you have to either hide the fact that you're making collosi or make use of your collosi before he can match you with adequate vikings. Expanding slows down T's tech as much as it does yours. I think it's a good idea to try to hit a timing window where he's unlikely to be able to have sufficient vikings rather than relying on him making a mistake and being surprised that you did something standard.


This has been my experience as well.

Also, getting colossus early means he has to decide between making medevacs and making vikings. So even if he immediately gets a lot of vikings, it means his MM ball won't have medevac support. Whereas if he already has 5+ medevacs... cutting a few of them and building vikings instead isn't going to make that much of a difference.

I haven't played enough games against FEing terrans to have a feel for the timings. Judging by the timings when playing against 1 base push into expand terrans, it seems like it should be possible to do mass gateway units into charge into templar, though? You say that it's just barely late? Would be interesting to see a replay of that.
iamke55
Profile Blog Joined April 2004
United States2806 Posts
Last Edited: 2010-12-20 01:13:28
December 20 2010 01:12 GMT
#1220
On December 19 2010 05:40 kcdc wrote:
Show nested quote +
On December 19 2010 02:02 iamke55 wrote:
On December 19 2010 01:12 kcdc wrote:
On December 19 2010 00:24 SaJa wrote:
So what's the best way to do when we see Terran making FE with full rax ?

I make fast ht on 3 gates+1 robo ? Oo


I'm not sure what the best response is against a Terran that safely expands and goes bio. Hopefully some good players will chime in with their responses.

My personal thought process on 1-gate FE vs FE bio T is that well-controlled gateway units--particularly zealots--are strong against bio in smaller food counts, but become very weak as the food counts get higher. Zealots take forever to kill for MM if you manage to prevent kiting with a couple good forcefields, zealots can clean up 10-30 food in MM pretty easily. As the food counts grow, however, zealots get less surface area to attack, they take more damage before they get in range, and the ball of MM is bigger so you can only FF behind the front couple lines of units meaning that even when you get your FFs down, you lose a lot of your zealots to kill a quarter of his bio. A one-base T either has to attack early with ~10-30 food of MM to prevent you from taking advantage or if he attacks later with a larger army, your economy will allow you to have a larger force with much stronger reinforcements. A two-base T can afford to wait until his MM hits the critical mass where gateway units don't pose a threat.

IMO, against a FE T, P has to either mass gateways without tech and try kill the expo quickly or tech to AoE damage quickly. I used to try to rush storm, but I found there were a lot of games where I'd get storm just a little too late. Now I go quickly to collosi, but I'm not sure what the best timing for that is. If you go for collosi, you definitely want to get 2+ collosi with range and do damage before they have many vikings, but I don't know the best way to get there.

Do any good players have thoughts on how many gates you want to produce out while getting your collosi and range? I've found myself cutting production from my first 3 gates to get my collosi really fast, and that seems to hit the right timing before they have more than a couple vikings, but the resulting army is too small. I've also tried being aggressive with 5 gates and teching slowly to collosi, but there, the collosi seem too late. I'm guessing that constant production out of 3 or 4 gates will be the way to go, but I haven't optimized it. You'll also want to consider your timings for your 2nd, 3rd and 4th assimilators as more gas will speed up the collosi tech, but will reduce your gateway unit count.


Don't think of it in terms of "I must get colossus before he can produce vikings!" Instead, look at it this way: he won't even build vikings until he actually sees your robotics bay, so there's no rush to tech that hard. What I usually do is make a robo around 40 food off of 4 gates, take 2nd and 3rd gas immediately after, and then add the robo bay once my robo is done. Getting the 4th gas too early makes your ground army too stalker/sentry heavy, so I usually don't build it until I want to start upgrading from a forge. Once you have a couple colossus out, it's safe to take a third base. That is around when a twilight council and 2 more gates are added. Charge should be researched immediately. Once you're actually mining from the third base and have 6 gas, that's a good time to add the templar archives and another 2 gates. The general idea is to tech/expand in a way that minimizes the timing windows when you aren't producing gateway units.

Here's a replay of me doing this vs a top 100 terran
[image loading]


I have to disagree with you on the window where collosi are good. Good Terran players know the timing when collosi will be a threat and will have a starport+reactor ready to go at that time. They won't mass produce vikings until they see your collosi tech, but they'll be actively scouting an ready to ramp up production whenever necessary. That means you have to either hide the fact that you're making collosi or make use of your collosi before he can match you with adequate vikings. Expanding slows down T's tech as much as it does yours. I think it's a good idea to try to hit a timing window where he's unlikely to be able to have sufficient vikings rather than relying on him making a mistake and being surprised that you did something standard.


This doesn't make any sense... do you really think you can rely on hitting a good terran with a timing window when they don't have vikings yet? Hoping the terran doesn't scout your tech-rush is the definition of "relying on him making a mistake"! Sure you can sneak some wins against terrans by hiding your colossus tech, but you're trading early game safety for that, and on top of that you're taking the risk that your opponent is actually good and just makes vikings earlier than normal when he figures out what you're doing. If you want to hit a timing window where you have colossi and the terran doesn't have vikings, it should be because you scouted a build that you know has a late starport, or you gained an early game advantage that delays terran's tech, not because you hope he doesn't scout well.

On another note, I found a terran rush that seems almost impossible to stop with a fast expo: 18 marines, 2 banshees, 3 tanks, and 10 SCVs at 9 minutes on metalopolis cross position, so even earlier on smaller maps and closer positions.

http://replayfu.com/r/427Jzn
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Prev 1 59 60 61 62 63 71 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Summer Champion…
11:00
Summer Cup Playoffs
WardiTV1137
IntoTheiNu 951
TKL 351
TaKeTV 323
Rex143
EmSc2Tv 50
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 351
Rex 143
EmSc Tv 50
StarCraft: Brood War
Britney 39051
Calm 6122
Sea 2389
firebathero 1073
Mini 991
EffOrt 818
Soma 572
BeSt 457
Larva 456
Rush 329
[ Show more ]
Stork 309
hero 161
ggaemo 154
Last 117
Hyun 107
Sharp 104
Dewaltoss 97
Sexy 39
ToSsGirL 36
sorry 32
Pusan 23
IntoTheRainbow 11
Rock 11
Icarus 5
Dota 2
Gorgc8338
Dendi770
XcaliburYe45
febbydoto16
Counter-Strike
fl0m3391
byalli466
Other Games
singsing1942
FrodaN1161
B2W.Neo1137
Beastyqt597
crisheroes286
Fuzer 171
ToD155
Hui .147
DeMusliM127
Liquid`VortiX105
QueenE50
Organizations
StarCraft 2
EmSc Tv 50
StarCraft: Brood War
lovetv 15
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• LUISG 5
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1574
• WagamamaTV587
League of Legends
• Jankos2010
• Nemesis1726
Upcoming Events
PiG Sty Festival
9h 36m
Afreeca Starleague
13h 36m
RSL Revival
18h 36m
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
21h 36m
WardiTV Weekly
1d 20h
Sparkling Tuna Cup
2 days
PiGosaur Cup
3 days
Replay Cast
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
[ Show More ]
The PondCast
4 days
Replay Cast
5 days
IntoTheTV X SOOP
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Escore Tournament S3: W5
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
ASL Season 22: Qualifier #1
RSL Revival: Season 6
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026

Upcoming

ASL Season 22: Qualifier #2
K-JUNGMAN
Acropolis #5
Escore Tournament S3: W6
Escore Tournament S3: W7
Escore Tournament S3: W8
CSLAN 4
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
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 © 2026 TLnet. All Rights Reserved.