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Forum Index > StarCraft 2 Strategy
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Sporadic44
Profile Blog Joined January 2011
United States533 Posts
June 02 2011 02:07 GMT
#3521
On June 02 2011 10:44 iTzAnglory wrote:
How do I tell the difference between a 1 Rax Gasless FE and 4-6 Rax All in? It looks like the same when I scout it. The reactions to these builds are completely the opposite and can be devastating for the mid-game if you predict wrong (e.g. 3 Gate "FE" vs 1 Rax FE, 1 gate FE vs 5 rax all in).

If I poke a Stalker up, all I see are about 3 Marines on the high ground, which can indicate anything. Some of them even get a Bunker.


watch the overlords and learn. eventually you learn in your gut when you need to be worried about an all in. this was one of those times. lol
"Opportunities multiply as they are seized."
NiLoK
Profile Joined May 2010
Canada4 Posts
June 02 2011 04:40 GMT
#3522
I don't exactly know the "standard" Terran builds, but let's say I'm playing TvT and going Marines, Tanks, and Vikings/Medivacs. How many production buildings can I roughly support off of 1 base? 2 base? and so on. Is there like an equilibrium of base to production facilities?
There is no spoon
edc
Profile Blog Joined May 2011
United States666 Posts
June 02 2011 05:21 GMT
#3523
When a DT is being warped in, is it visible to the enemy?
“There are two kinds of people in this world, those with loaded guns, and those who dig. You dig.” - Clint Eastwood
Haegr9599
Profile Joined April 2011
United States210 Posts
Last Edited: 2011-06-02 05:34:57
June 02 2011 05:25 GMT
#3524
When a DT is being warped in, is it visible to the enemy?

unless they have detection. no

What percentage of starcraft players are professional gamers?


Well, if battle.net doesnt lie to us (and its very likely it does) then there are on average anywhere from 750000 to 1000000 (750k - 1 million) people that play starcraft2 at any given prime time. so you figure there are about 75 top level players, maybe 100 that are legit pros, then 250 or so that are "semi-pro"
So assuming even the lowerst numbers of players and the highest numbers of "semi-pro", that leaves you with about 0.02% of players are professional.
I choose my friends for their good looks, my acquaintances for their good characters, and my enemies for their intellects. A man cannot be too careful in the choice of his enemies
lanzelloth
Profile Joined May 2011
Canada7 Posts
June 02 2011 06:23 GMT
#3525
Why do pro players rally workers to the left/right most mineral patch? Intuitively I always rally to mid (after spreading them to each mineral patch first)
pezzaperry
Profile Joined May 2011
142 Posts
June 02 2011 08:33 GMT
#3526
What should I be looking out for when scouting? I'm protoss.

I find that scouting is very difficult, even when I don't want early collosus in my build or immortals or anything like that, I usually chuck down a robo PURELY for the observer. How can I tell, for instance, that my enemy is going Muta/Ling WITHOUT a robo? It would be great to know because then I would just transition into HT/Archons.
PeggyHill
Profile Joined February 2011
1494 Posts
June 02 2011 08:46 GMT
#3527
How do I set up shift move commands with my scoting probe to stop it getting hit my the following enemy scv/probe/drone?
Bedane
Profile Joined February 2003
France43 Posts
June 02 2011 09:05 GMT
#3528
On June 02 2011 17:46 PeggyHill wrote:
How do I set up shift move commands with my scoting probe to stop it getting hit my the following enemy scv/probe/drone?


shift-patrol instead of shift-move so your worker doesnt "pause" at each waypoint !
A vaincre sans péril, on triomphe sans gloire.
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-06-02 13:17:16
June 02 2011 13:08 GMT
#3529
On June 02 2011 17:33 pezzaperry wrote:
What should I be looking out for when scouting? I'm protoss.

I find that scouting is very difficult, even when I don't want early collosus in my build or immortals or anything like that, I usually chuck down a robo PURELY for the observer. How can I tell, for instance, that my enemy is going Muta/Ling WITHOUT a robo? It would be great to know because then I would just transition into HT/Archons.


1) Get hallucination as an quicker alternative to robo/obs.
2) Send out a probe or other unit to check the front of the base.
3) Poke the front of the base with your army (but don't lose it!).

Hallucination will let you see the inside of their base. Probes and prodding will only let you see their unit composition and the front of their base, but frequently that's enough. For example, if you only lings and an excessive amount of spines, then ling/muta is likely.

On June 02 2011 15:23 lanzelloth wrote:
Why do pro players rally workers to the left/right most mineral patch? Intuitively I always rally to mid (after spreading them to each mineral patch first)


It's not so much rallying to the left and right mineral patches. Many pro players attempt to saturate close mineral patches in order get a small mineral boost in the early game (see http://www.teamliquid.net/forum/viewmessage.php?topic_id=211953). After that, where you rally your drones is largely irrelevant.
Kyamo
Profile Joined March 2011
Canada129 Posts
June 02 2011 13:13 GMT
#3530
On June 02 2011 17:33 pezzaperry wrote:
How can I tell, for instance, that my enemy is going Muta/Ling WITHOUT a robo?


Hallucinate phoenixes to scout their buildings/army is a common scouting method in PvZ.
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
June 02 2011 13:23 GMT
#3531
On June 02 2011 17:33 pezzaperry wrote:
What should I be looking out for when scouting? I'm protoss.

I find that scouting is very difficult, even when I don't want early collosus in my build or immortals or anything like that, I usually chuck down a robo PURELY for the observer. How can I tell, for instance, that my enemy is going Muta/Ling WITHOUT a robo? It would be great to know because then I would just transition into HT/Archons.


There are few difinitive answers to this quesiton.
Before you have an obs (which you should get vs zerg ala burrow). They should be able to stop probe scouting with speed lings making it difficult to get the full picture.

My goals for scouting zerg center around many things.
- how far along are his expansions
- how is his standing army atm
- how much gas is he getting
- how much gas is he spending

From these things you can conclude a lot.
- If you see a lair and no roaches you know he didn't get it for roach ups so he is going muta or infestor.
- If you see a lot of lings (standing army) and gas continuing to be minded after speed starts and no early lair you should be worried about baneling busts.
- If he has a large standing army of roaches you should be getting ready for them to come becuase they would rather be droning if they were not planning to attack (early game)
- etc etc.

Its impossible to quantify all of the results of the pieces you can gather but these tips apply after you are scouting with an observer too.

Nothing wrong with chucking down a robo purely for the observer imo. I do it everytime my first observer gives me a good reason not to go robo tech.
Hope this helps
BW pros training sc2 is like kiss making a dub step album.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 02 2011 13:26 GMT
#3532
ZvT Terran keeps doing bunker rush into 2 port banshee into mass banshee mass marine with siege tanks. Are there any threads around about this strategy? I can't figure out a counter after watching the replays.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
June 02 2011 13:34 GMT
#3533
On June 02 2011 22:26 Probe1 wrote:
ZvT Terran keeps doing bunker rush into 2 port banshee into mass banshee mass marine with siege tanks. Are there any threads around about this strategy? I can't figure out a counter after watching the replays.


Post the replay. There's no way Terran can support that much stuff off of 1 base. 2 Port banshee is a 1 base opener that needs to do damage to come out equal in the midgame. It's also very easy to prepare for if the expansion for Terran is delayed. 2-3 spores and 3 Queens should deal with it no problem. Going directly for a Spire hardcounters 2 Port banshee builds as well and will help you deal with tanks.

Basically, scout 2 Port Banshee play, shut it down properly and deny expansions and harass as long as possible with mutas and transition into your normal play style against Marine/Tank (usually Muta/ling/bane).
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 02 2011 13:44 GMT
#3534
:\ yeah this is the second time I've run into it today and both times I forgot to staple a note on my head saying hydras are not units, they're surrender keys. I'd upload a replay but this is simple q simple a. If I continue having trouble with this I'll open a thread and post replays and build orders of what their doing. I just thought it was more than a coincidence that 2 people went for a very similar build that completely broke me.

Though it did go more like this. Bunker rush-defended banshee (no cloak either time) held off by triple queens and spores-delayed. Then they just keep making a bigger and bigger banshee fleet until they can decimate queens and spore crawlers and walk all over me. Spires are the direct counter and I'll have to immediately put one down the next time I see a starport.

Worst part is it comes at that horrible timing window where zerg can't scout anything and has to infer whats going on in there. Next time immediate mutas instead of hydras to try and save the day.

Thanks.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
June 02 2011 13:59 GMT
#3535
On June 02 2011 22:44 Probe1 wrote:
:\ yeah this is the second time I've run into it today and both times I forgot to staple a note on my head saying hydras are not units, they're surrender keys. I'd upload a replay but this is simple q simple a. If I continue having trouble with this I'll open a thread and post replays and build orders of what their doing. I just thought it was more than a coincidence that 2 people went for a very similar build that completely broke me.

Though it did go more like this. Bunker rush-defended banshee (no cloak either time) held off by triple queens and spores-delayed. Then they just keep making a bigger and bigger banshee fleet until they can decimate queens and spore crawlers and walk all over me. Spires are the direct counter and I'll have to immediately put one down the next time I see a starport.

Worst part is it comes at that horrible timing window where zerg can't scout anything and has to infer whats going on in there. Next time immediate mutas instead of hydras to try and save the day.

Thanks.


Yeah...the biggest mistake it sounds like was that you made Hydras. Newp =X Mutalisks or Infestors are the way to go...Mutalisks are a much better direct solution to the problem, while Infestors will do the job as well, but also serve a much greater purpose in the late game. Gl.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Allred
Profile Joined November 2010
United States352 Posts
June 02 2011 14:13 GMT
#3536
[QUOTE]On June 02 2011 10:44 iTzAnglory wrote:
How do I tell the difference between a 1 Rax Gasless FE and 4-6 Rax All in? It looks like the same when I scout it. The reactions to these builds are completely the opposite and can be devastating for the mid-game if you predict wrong (e.g. 3 Gate "FE" vs 1 Rax FE, 1 gate FE vs 5 rax all in).

If I poke a Stalker up, all I see are about 3 Marines on the high ground, which can indicate anything. Some of them even get a Bunker. [/QUOTE



a simple fairly easy and fairly safe build that i have been trying solves this problem

9 pylon scout
13 gate
15 gas
16 pylon
17/18 core
then skip your first zealot and drop a second gateway without cutting probes
build your first stalker and chrono boost it
get your next pylon at 21/22 supply
when your 2nd gateway finishes begin building a stalker from it
build a third stalker from your 1st gateway and chronoboost it... it should finish a few seconds after your seconds stalker-
go attack with the three stalkers
expand behind it...
the 3 stalkers can kite a lot of marines if it ends up being an all in... if its a fe often you can kill the scv's building the bunkers for protenction or just run past them depending on the situation...


i guess that doesn't really answer the question about how to scout it though....
there really isn't a highly reliable way to scout it but you can assume a lot from the map... if you are say on a large map it probably won't be an all in as the travel time you can prepare for it really easily. say close positions slag pits its more likely to be an all in, also on maps that have really wide open naturals are more likely to be all ins as it takes to many bunkers to cover the vase open area (think the natural on delta quadrant)- thats the only advice that i can give hope ether of my solutions help
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
Stinson
Profile Joined March 2011
Australia19 Posts
June 02 2011 14:37 GMT
#3537
On May 21 2011 21:11 Geiko wrote:
Show nested quote +
On May 21 2011 21:02 Stinson wrote:
When it comes to a base race... Do Creep tumors count as buildings?


No they don't.



I'm currently playing a game where they DO count as buildings when it comes to that situation.

I may post a replay when it's finished although its a 4 hour game so far....
It's getting too hot
Kambing
Profile Joined May 2010
United States1176 Posts
June 02 2011 14:58 GMT
#3538
On June 02 2011 23:37 Stinson wrote:
Show nested quote +
On May 21 2011 21:11 Geiko wrote:
On May 21 2011 21:02 Stinson wrote:
When it comes to a base race... Do Creep tumors count as buildings?


No they don't.



I'm currently playing a game where they DO count as buildings when it comes to that situation.

I may post a replay when it's finished although its a 4 hour game so far....


Creep tumors neither count as buildings for the purposes of a loss nor extend the http://wiki.teamliquid.net/starcraft2/Stalemate_Detection timer by counting as the construction/destruction of a structure.
Stinson
Profile Joined March 2011
Australia19 Posts
June 02 2011 16:12 GMT
#3539
On June 02 2011 23:58 Kambing wrote:
Show nested quote +
On June 02 2011 23:37 Stinson wrote:
On May 21 2011 21:11 Geiko wrote:
On May 21 2011 21:02 Stinson wrote:
When it comes to a base race... Do Creep tumors count as buildings?


No they don't.



I'm currently playing a game where they DO count as buildings when it comes to that situation.

I may post a replay when it's finished although its a 4 hour game so far....


Creep tumors neither count as buildings for the purposes of a loss nor extend the http://wiki.teamliquid.net/starcraft2/Stalemate_Detection timer by counting as the construction/destruction of a structure.


Perhaps it wasn't the creep tumors but rather the turrets that the ravens were throwing down?

Every time a turret went down the timer reset...
It's getting too hot
Kambing
Profile Joined May 2010
United States1176 Posts
June 02 2011 16:27 GMT
#3540
On June 03 2011 01:12 Stinson wrote:
Show nested quote +
On June 02 2011 23:58 Kambing wrote:
On June 02 2011 23:37 Stinson wrote:
On May 21 2011 21:11 Geiko wrote:
On May 21 2011 21:02 Stinson wrote:
When it comes to a base race... Do Creep tumors count as buildings?


No they don't.



I'm currently playing a game where they DO count as buildings when it comes to that situation.

I may post a replay when it's finished although its a 4 hour game so far....


Creep tumors neither count as buildings for the purposes of a loss nor extend the http://wiki.teamliquid.net/starcraft2/Stalemate_Detection timer by counting as the construction/destruction of a structure.


Perhaps it wasn't the creep tumors but rather the turrets that the ravens were throwing down?

Every time a turret went down the timer reset...


Interesting. Just tested it and it appears that turret creation and destruction extends the stalemate timer but does not count as a building for the purposes of a loss.
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