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Timings and Scouting Info

Forum Index > StarCraft 2 Strategy
Post a Reply
Soliduok
Profile Joined August 2010
Canada222 Posts
January 08 2011 01:56 GMT
#1
Hey TL Community,

I am having some trouble learning timings and builds of my opponents. I am a 2400 Zerg player and I play a reactionary style with reasonable scouting to inform me of how to play. However, I find myself having trouble saying "oh, it's that build" and reacting appropriately right away.

So I guess I'm asking what do you need to see, and when do you need to see it, to tip you off on what your opponent is doing?

ie. If I scout 1 rax with a tech lab and and additional rax, I usually assume a bio stim push at around 7 minutes.

or an early double gas from protoss I expect to see a phoenix or void ray at around 7-7:30

or a 14 gas 14 pool tells me it's an early speedling probably into baneling

Thanks for any help!
Ashok
Profile Blog Joined July 2010
Australia339 Posts
January 08 2011 05:24 GMT
#2
One thing to note is to keep scouting! Your initial scout is mainly to tell you if they are cheesing or not. Around 30 supply I think you need to scout again. You play zerg right, so perhaps sac an overlord.
KingofGods
Profile Joined July 2010
Canada1218 Posts
January 08 2011 05:31 GMT
#3
double gas from protoss does not mean phoenix or void ray. It's pretty much the standard protoss build because they need sentries, lots of sentries in the early game.
Millitron
Profile Blog Joined August 2010
United States2611 Posts
January 08 2011 05:41 GMT
#4
Two rax, one with a techlab does not tell you much. 3 rax would definitely mean early bio stuff, but 2 doesn't mean a whole lot. You could've scouted too early and simply missed that third rax, or he could be going biomech, i.e. marine/tank.

The biggest clue is what you see defending. Poke up the ramp with a ling now and then. Bunkers with rines only means teching, usually air, since with mech tech you don't need bunkers. Marine/marauder mix means early (7minutes-ish) bio push. Marines but no bunkers means mech usually.
Who called in the fleet?
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
January 08 2011 21:12 GMT
#5
I would say around the 5-6 minute mark is a good time to sac an ovy, this should allow you to see what they are doing and hopefully give you enough time to react.
~~~Liquid Fighting (SC2)~~~
Soliduok
Profile Joined August 2010
Canada222 Posts
January 08 2011 22:02 GMT
#6
Thanks for all the replies, I'll keep this information in mind.
PaladiN_23
Profile Joined August 2010
84 Posts
January 08 2011 22:07 GMT
#7
A good habit to get into is getting overlord speed as soon as liar finishes, cause once you get overlord speed u can do all the scouting in the world. In a standard game my first 100 gas goes to ling speed, second 100 gas goes to lair, and third 100 gas goes to overlord speed. With this time I usually get ovy speed around 7-8 minute mark.
MaKKeN
Profile Joined February 2010
Norway32 Posts
January 09 2011 00:08 GMT
#8
Sac an overlord at 5:30, i think thats the timing for terran to set down a factory, and protoss to set down a robo facility
Neverdown
Profile Joined January 2011
7 Posts
January 09 2011 00:20 GMT
#9
On January 08 2011 14:41 Millitron wrote:
The biggest clue is what you see defending. Poke up the ramp with a ling now and then. Bunkers with rines only means teching, usually air, since with mech tech you don't need bunkers. Marine/marauder mix means early (7minutes-ish) bio push. Marines but no bunkers means mech usually.


I actually just checked a replay or me where I got marine-marauder pushed and at exactly 7:00 he pushed. Thanks for the tip.
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