• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 19:36
CET 01:36
KST 09:36
  • 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
ByuL: The Forgotten Master of ZvT28Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0247LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker ByuL: The Forgotten Master of ZvT Oliveira Would Have Returned If EWC Continued Behind the Blue - Team Liquid History Book
Tourneys
SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10 PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) RSL Season 4 announced for March-April The Dave Testa Open #11
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
Mutation # 514 Ulnar New Year The PondCast: SC2 News & Results Mutation # 513 Attrition Warfare Mutation # 512 Overclocked
Brood War
General
TvZ is the most complete match up Soma Explains: JD's Unrelenting Aggro vs FlaSh CasterMuse Youtube ACS replaced by "ASL Season Open" - Starts 21/02 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Escore Tournament StarCraft Season 1 [LIVE] [S:21] ASL Season Open Day 1
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Battle Aces/David Kim RTS Megathread Path of Exile Nintendo Switch Thread Beyond All Reason New broswer game : STG-World
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
US Politics Mega-thread YouTube Thread Mexico's Drug War Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
YOUTUBE VIDEO
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Inside the Communication of …
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1869 users

Simple Questions Simple Answers - Page 384

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 382 383 384 385 386 900 Next
NationInArms
Profile Blog Joined December 2010
United States1553 Posts
September 13 2011 05:01 GMT
#7661
What's the difference between BW and SC2? I'm eventually going to transition into SC2 from BW, but I can't find any definite threads that list the changes and differences. Is there another thread or guide about the differences? If so, please link me one.
BW for life | Fantasy, MMA, SlayerS_Boxer | Taengoo! n_n | "Lelouch vi Britannia commands you! Obey me, subjects! OBEY ME, WORLD!" | <3 Emi
AnxiousHippo
Profile Blog Joined January 2011
Australia1451 Posts
September 13 2011 07:58 GMT
#7662
On September 13 2011 14:01 NationInArms wrote:
What's the difference between BW and SC2? I'm eventually going to transition into SC2 from BW, but I can't find any definite threads that list the changes and differences. Is there another thread or guide about the differences? If so, please link me one.
Um... Not really a simple question. There are a lot of differences, from units and strategies to the Hotkeys and User Interface.
An apple a day keeps the Protoss away | TLHF
saaaa
Profile Joined November 2010
Germany419 Posts
September 13 2011 07:59 GMT
#7663
On September 13 2011 07:56 Blazinghand wrote:
Show nested quote +
On September 13 2011 06:30 saaaa wrote:
On September 12 2011 20:40 saaaa wrote:
Which 2 Fac Blue Flame Hellion Play is the best against Zerg?

to build just one Factory with Techlab to research Infernal Preigniter or to build one Factory with techlab for researching and the other with a reactor.


I see professionell player use both variants but what are the advantages/disadvantages? Maybe i should build the reactor with my rax? thats another way but this i didn't see from a pro player.


can somebody help me?


One strategy popularized by SlayerS was to go for a (Wiki)Reactor Hellion Expo, then have the barracks make a tech lab and swap the barracks to the reactor and the factory to the tech lab (after you have plenty of hellions) and begin researching blue flame, double pumping marines, and getting medivac support. This gives you a large number of hellions that get blue flame, and a fair number of marines as well as a pretty quick expansion and a fast starport.



i know the Slayers build espicially from MMA and BoxeR but i mean the 2 Fac BF Hellion Play and not the 1 Factory Play of the Slayers team.
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
September 13 2011 08:04 GMT
#7664
On September 13 2011 16:59 saaaa wrote:
Show nested quote +
On September 13 2011 07:56 Blazinghand wrote:
On September 13 2011 06:30 saaaa wrote:
On September 12 2011 20:40 saaaa wrote:
Which 2 Fac Blue Flame Hellion Play is the best against Zerg?

to build just one Factory with Techlab to research Infernal Preigniter or to build one Factory with techlab for researching and the other with a reactor.


I see professionell player use both variants but what are the advantages/disadvantages? Maybe i should build the reactor with my rax? thats another way but this i didn't see from a pro player.


can somebody help me?


One strategy popularized by SlayerS was to go for a (Wiki)Reactor Hellion Expo, then have the barracks make a tech lab and swap the barracks to the reactor and the factory to the tech lab (after you have plenty of hellions) and begin researching blue flame, double pumping marines, and getting medivac support. This gives you a large number of hellions that get blue flame, and a fair number of marines as well as a pretty quick expansion and a fast starport.



i know the Slayers build espicially from MMA and BoxeR but i mean the 2 Fac BF Hellion Play and not the 1 Factory Play of the Slayers team.


Sounds like something you'd have to think of yourself. If you want to have 2 factories, you could just follow that build and make a 2nd factory instead of a starport though.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
ABS0LU7E
Profile Joined September 2011
United States4 Posts
September 13 2011 08:12 GMT
#7665
simple question here. i recently started playing sc2, and i was wondering if colosi have friendly fire like the siege tank does. i know the siege tank can damage friendly units withing the aoe fire of the unit. i.e.-(on ling in a group of marines, the marines take damage equivalent to the siege tank shot) do colosi have a similar ff damage result?
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
September 13 2011 09:18 GMT
#7666
On September 13 2011 17:12 ABS0LU7E wrote:
simple question here. i recently started playing sc2, and i was wondering if colosi have friendly fire like the siege tank does. i know the siege tank can damage friendly units withing the aoe fire of the unit. i.e.-(on ling in a group of marines, the marines take damage equivalent to the siege tank shot) do colosi have a similar ff damage result?


colossi do not deal friendly fire.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
teamterran
Profile Joined September 2011
Netherlands3 Posts
September 13 2011 09:43 GMT
#7667
Hello, I'm new to the game and I have a simple question.
What to do against muta attacks? I play as terran and I have a hard time defending my SCV's.

Here's what often happens. I have marines, but they can't keep up and can't go through all terrain. Turrets help somehwat but often get picked off one by one. Thor's seem to work well, but I don't have them quick enough. Also by being attacked I see myself defending instead of (counter)attacking.

Thanks!
Trufflez
Profile Blog Joined January 2011
Australia174 Posts
September 13 2011 10:07 GMT
#7668
because the ai of the probes dont go there. and dont scout zerg close because if its long theyll no to get 15hatch. and 7 workers
The winnings in life go to the people who show up.
Trufflez
Profile Blog Joined January 2011
Australia174 Posts
September 13 2011 10:16 GMT
#7669
I Think all you need to do is scout earlier because you will get ya Thors quicker and all and all its a win loose situation cuz thors kill everythink zerg has.
The winnings in life go to the people who show up.
teamterran
Profile Joined September 2011
Netherlands3 Posts
September 13 2011 10:19 GMT
#7670
Which buildings indicate muta's?
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2011-09-13 11:14:54
September 13 2011 10:34 GMT
#7671
On September 13 2011 18:43 teamterran wrote:
Hello, I'm new to the game and I have a simple question.
What to do against muta attacks? I play as terran and I have a hard time defending my SCV's.

Here's what often happens. I have marines, but they can't keep up and can't go through all terrain. Turrets help somewhat but often get picked off one by one. Thor's seem to work well, but I don't have them quick enough. Also by being attacked I see myself defending instead of (counter)attacking.

Thanks!


This is one of the harder aspects of TvZ but if you're looking for a simple answer "All of the above" is true, they all serve different roles in dissuading mutalisks, one of the things to keep in mind is that muta are very tempo-based, in a lot of ways they force you to be defensive until you're able to swap it and make it so they have to defend.

First of all, having a push aligned with when his first mutalisks pop out is a good way to keep the tempo on your side and force him to use those first mutalisks to defend allowing you more time to set up defenses, and additionally, any time you can trade marines for mutalisks you're trading your minerals for his gas and it's a good trade for you.

Marines (with stim) and turrets should be adequate when you're on a low number of bases (1-2), make sure you're using your scvs to repair the near mineral lines and that you're using only the minimum number necessary to cover your infrastructure, concentrating static defense the furthest away from where you want your mobile force and being thinner where your mobile force can easily get to are common strategies.

Upgrades are another factor, because you're forced to be defensive already and the way that mutalisks splash damage scales as armor upgrades increase, going heavy upgrades is a nice way to ensure that while you're pinned, you'll be ahead when the eventual encounter happens, it also integrates well with a well-timed armory for thors, so having +1 +1 for infantry by the time you need thors is a nice timing to hit as the armory unlocks both thors and +2.

Adding Thors as you seek to take your third is very common, but some other things to consider are your expansion locations, favor expansions towards your opponent to lessen the distance between attacking and having to defend, also bases that are close together by air, even if they're not close together by ground are decent because of the range of thor anti-air.

As you approach 200/200 supply, resource efficiency takes a back seat to supply efficiency, so adding turrets (which cost no supply) will let you be more offensive or spread out further.

Finally the mutalisks cannot be in all places at once, they do very poorly in low or even numbers with marines so they want to use their concentrated force and mobility to spread you out, by using medivacs when you know the mutalisks are at your base to drop, or dropping in order to draw the mutalisks away from your base to set up pushes is a more high level tactic.

On September 13 2011 19:19 teamterran wrote:
Which buildings indicate muta's?


The Spire is the most obvious, but a reasonably fast Lair can also give it away. Additionally excess zerlings and very few roaches are also good indicators for fast mutalisks.

Hope this helps.

Wroshe
Profile Joined June 2011
Netherlands1051 Posts
September 13 2011 10:44 GMT
#7672
On September 13 2011 19:19 teamterran wrote:
Which buildings indicate muta's?

Spire.
4 Gas on 2 base.

Which don't?
2base with no more then 2 gas.
1base.

-

Do note though that while 4Gas/2Base is an indicator for Muta's it is no guarantee, Infestors are also quite possible with ling/bling or roach/hydra support.
wordd
Profile Joined March 2011
Australia190 Posts
September 13 2011 10:45 GMT
#7673
what timing is considered a fast lair?
YA
Ninja_Bread
Profile Blog Joined August 2010
United States113 Posts
September 13 2011 10:55 GMT
#7674
On September 13 2011 19:45 wordd wrote:
what timing is considered a fast lair?


There really isn't *any* timing that is fast, fast is merely relative to how the game started. If you guys both were hyper-aggressive and had your economy stunted whilst you traded lings or blings and he lairs very soon then anytime that is before he can really defend roach attacks would be early, just keep in mind gas use and what he has to cut to get it.

In a non-aggressive game, standard lair would probably hit around 7:00-7:30, so depending on how early he upgrades it, it might be a slightly early lair, or some burrowed infestor/muta stuff.

If one goes early lair and has a minimal amount of roaches/banes and a fair number of spines (3-4+) you can almost always assume he is going mutas based on his lack of gas use, you should try and get a ling or overlord in to check that out. Also, the best counter to mutas will not necessarily be infestors as a lot of higher level Zergs have begun using mutas in a more cost efficient and micro-intensive manner, more queens and hydras would be your best bet, and just making sure you deny him any third bases while taking your own third and attaching creep to your bases to move hydras to defend.
Mang
teamterran
Profile Joined September 2011
Netherlands3 Posts
September 13 2011 11:21 GMT
#7675
Thanks so much, especially Dingobloo. I will try to keep these things in mind and report back when I crush all zergs.
Salivanth
Profile Blog Joined October 2010
Australia1071 Posts
September 14 2011 03:19 GMT
#7676
In PvT, can I hold off a 2-rax reactor first expand with a 2-Gate Robo Expand without sacrificing my natural? If so, how? The exact attack I faced came with 12 marines and 2 marauders at around 7 minutes I believe, but I'm only Platinum, so that's probably not near-perfect timing.
<@Wikt> so you are one of those nega-fans <@Wikt> that hates the company that makes a game and everything they stand for <@Wikt> but still plays the game <@Wikt> (like roughly 30% of blizzard's player base, maybe much more...)
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
September 14 2011 05:42 GMT
#7677
On September 14 2011 12:19 Salivanth wrote:
In PvT, can I hold off a 2-rax reactor first expand with a 2-Gate Robo Expand without sacrificing my natural? If so, how? The exact attack I faced came with 12 marines and 2 marauders at around 7 minutes I believe, but I'm only Platinum, so that's probably not near-perfect timing.


You might need to post a replay for this one, it depends on a lot of different things, 7 minutes sounds very late for a 2 rax, for instance if you go reactor on the first barracks, tech lab on the second and align your push with 2 marauders and concussive, it should be around 5:30 ish at least that seems standard for most of the replays and vods I've seen.

It also depends on what you're producing out of your gates and robo, what you scouted, and what order you got your infrastructure in, was it Gate - Robo - Gate? Was it Gate - Gate - Robo? did you get an observer? Did you get two? Where were you spending your chrono boost? How early did you throw down your expansion?
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
September 14 2011 06:32 GMT
#7678
i have another odd question.
is macro nexus a viable option?
i've seen it once on destiny's stream. he seemed to be intendingly making shit and showing his frustration over the upcoming neural parasite nerf in that particular game though.
if we think about it, macro nexus is a 400 m investment (compared to 550 of an OC and 350-500 m of a hatchery/hatchery with queen).
it gives you 10 supply, more probes production and chronoboosts.
are extra chronoboosts worth it? on the one side, 400 m is less than 3 extra gates, and the energy can be used on forges, nexi, robos, stargates, etc.
on the other side, energy is finite, and you have no more than 4 boosts available.
and most protoss players don't manage to spend all the energy in a macro game anyways, so you usually see 100-energy nexi after 10-15 minute mark.
so... could an additional inbase nexus be a viable option on 2-3 bases?
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
September 14 2011 06:36 GMT
#7679
I think I have the answer already and I've searched Liquipedia also, anyway. I have switched from Zerg to Protoss and my overdroning problem has turned into an overprobing problem I think(This seems like a good problem to have).

Most of the games I play in every matchup I get up to 94 probes on 3 bases at ~16 minutes. This seems bad because if I have 70-75 then I could have more units for a stronger mid-late game push. What number of probes do pros stop at in longer macro games? (I'm guessing it is just 3 base economy and keep transferring probes to the next expansion after it runs out).
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
September 14 2011 06:38 GMT
#7680
On September 14 2011 15:32 Ganseng wrote:
i have another odd question.
is macro nexus a viable option?
i've seen it once on destiny's stream. he seemed to be intendingly making shit and showing his frustration over the upcoming neural parasite nerf in that particular game though.
if we think about it, macro nexus is a 400 m investment (compared to 550 of an OC and 350-500 m of a hatchery/hatchery with queen).
it gives you 10 supply, more probes production and chronoboosts.
are extra chronoboosts worth it? on the one side, 400 m is less than 3 extra gates, and the energy can be used on forges, nexi, robos, stargates, etc.
on the other side, energy is finite, and you have no more than 4 boosts available.
and most protoss players don't manage to spend all the energy in a macro game anyways, so you usually see 100-energy nexi after 10-15 minute mark.
so... could an additional inbase nexus be a viable option on 2-3 bases?


I think the problem with it is that most people don't use their chronoboost optimally as it is now and that more 2 more warpgates are easier to let cooldown then waiting on energy to pile up from a nexus. I don't think it is viable at pro level play, but messing around with it could never hurt.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
Prev 1 382 383 384 385 386 900 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
LiuLi Cup Grand Finals Group A
CranKy Ducklings63
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 359
SpeCial 74
StarCraft: Brood War
GuemChi 1052
Artosis 606
ggaemo 13
Super Smash Bros
hungrybox519
PPMD40
Other Games
summit1g14741
shahzam749
Day[9].tv552
C9.Mang0246
ToD176
WinterStarcraft111
ViBE47
Organizations
Other Games
gamesdonequick833
Counter-Strike
PGL194
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• davetesta42
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21008
League of Legends
• Doublelift4895
Other Games
• imaqtpie916
• Day9tv552
• Shiphtur158
Upcoming Events
Big Brain Bouts
16h 24m
Shino vs DnS
SpeCial vs Mixu
TriGGeR vs Cure
Korean StarCraft League
1d 2h
CranKy Ducklings
1d 9h
OSC
1d 10h
SC Evo Complete
1d 12h
DaveTesta Events
1d 17h
AI Arena Tournament
1d 19h
Replay Cast
1d 23h
Sparkling Tuna Cup
2 days
uThermal 2v2 Circuit
2 days
[ Show More ]
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
Replay Cast
3 days
Replay Cast
5 days
Replay Cast
5 days
The PondCast
6 days
KCM Race Survival
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-02-26
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
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.