• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:42
CEST 07:42
KST 14:42
  • 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
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun9[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists20[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
2026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid Maestros of the Game 2 announced
Tourneys
SEL Masters #6 - Solar vs Classic (SC: Evo) $5,000 WardiTV TLMC tournament - Presented by Monster Energy GSL Code S Season 1 (2026) FSL Season 10 Individual Championship WardiTV Spring Cup
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
BW General Discussion JaeDong's ASL S21 Ro16 Post-Review ASL21 General Discussion Leta's ASL S21 Ro.16 review [ASL21] Ro8 Preview Pt1: Inheritors
Tourneys
[ASL21] Ro8 Day 1 [BSL22] RO16 Group Stage - 02 - 10 May Korean KCM Race Survival 2026 Season 2 [ASL21] Ro8 Day 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Daigo vs Menard Best of 10 Nintendo Switch Thread Dawn of War IV Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2067 users

Simple Questions Simple Answers - Page 75

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 73 74 75 76 77 900 Next
Rosvall
Profile Joined October 2010
Sweden122 Posts
April 08 2011 00:04 GMT
#1481
I'm fairly sure that in sc1 if an unit with 5 damage hit an unit with 5 armor it would take 0.5 damage per hit.

Does this apply in sc2 as well?
RTP
eunheeseung
Profile Joined April 2011
43 Posts
April 08 2011 00:15 GMT
#1482
why are mauraders bad against z-lings? cant they just kite the zergling?
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2011-04-08 00:52:57
April 08 2011 00:52 GMT
#1483
No. You can't kite speedlings, even off creep. And even so, it'd take you years. If you have critical things around (buildings, for example, while battling near your base), he's simply almost sure to inflict more damage than the cost of the zerglings during the time it'll take marauders to kill them.
Cant take LMS hipsters serious.
closey
Profile Joined October 2010
Hong Kong272 Posts
April 08 2011 00:53 GMT
#1484
On April 08 2011 09:04 Rosvall wrote:
I'm fairly sure that in sc1 if an unit with 5 damage hit an unit with 5 armor it would take 0.5 damage per hit.

Does this apply in sc2 as well?


That is correct, but the 0.5 damage doesn't get rounded up and if not hit immediately with another 0.5 damage, I'm afraid the total hp won't go down by 1. (someone confirm on the last part please)
Rock, Paper, Scissors
eunheeseung
Profile Joined April 2011
43 Posts
April 08 2011 01:00 GMT
#1485
ooh zerglings not speedlins
lettuceman44
Profile Joined April 2011
United States7 Posts
April 08 2011 02:35 GMT
#1486
Hey guys, is it a good idea to build defensive structures like photon cannons?

Especially in bronze league which I'm currently in?
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 08 2011 02:43 GMT
#1487
On April 08 2011 11:35 lettuceman44 wrote:
Hey guys, is it a good idea to build defensive structures like photon cannons?

Especially in bronze league which I'm currently in?


Making units is always better than making structures, but there are some times when it is a good investment to throw down some cannons.

PvZ It's always a good idea to put down 3-4 cannons at your 3rd, 4th etc. expansions because the zerg is more mobile than you are; they might not be able to take on his army in a straight fight but it will at least buy you time and might deter the zerg from trying to snipe the nexus.

2 cannons at each mineral line serves a similar purpose if the zerg has mutalisks.

1-2 cannons at your first expansion against zerg is a good thing to do because roaches are very efficient against your units until you have a lot of them and a lot of forcefields.


Basically, cannons allow you to move your army around without worrying about having to pull back to defend small harasses/counterattacks (Also for detection if you don't have observers yet or you don't have enough of them and your robo is busy making immo/colossus)
get rich or die mining
TL+ Member
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 08 2011 02:45 GMT
#1488
On April 08 2011 09:04 Rosvall wrote:
I'm fairly sure that in sc1 if an unit with 5 damage hit an unit with 5 armor it would take 0.5 damage per hit.

Does this apply in sc2 as well?


No it just does 1 damage, but in sc1 protoss units would constantly regen shields (while in battle) and all zerg units regenerate passively so it might look like it's doing less than 1 per hit.
get rich or die mining
TL+ Member
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 08 2011 02:49 GMT
#1489
On April 08 2011 07:50 Jeffbelittle wrote:
Where can one find great VODs to learn more for PvTPorZ MU's?

Like the Protoss equivalent of MrBitter's videos.


I'd say go to either HuK's or LiquidTyler's justin.tv page.
While they don't offer analysis, they are very educational nonetheless.

If you haven't done this, just click on "live user streams" on the right and have it show offline streams and click either of the names. Once you're at the stream page, click "watch on justin.tv" and then scroll down to view the vods
get rich or die mining
TL+ Member
Hoban
Profile Blog Joined February 2011
United States1600 Posts
April 08 2011 02:54 GMT
#1490
On April 08 2011 11:35 lettuceman44 wrote:
Hey guys, is it a good idea to build defensive structures like photon cannons?

Especially in bronze league which I'm currently in?


It is generally a good idea to protect your mineral line with a single cannon about the time banshees or other harassment opportunities open up. On your nearby expo's 2 is acceptable but 1 is often enough, 3 cannons only on expos that are very far away from where your main/army is. The main goal of cannons is to deter harassment, not stop an army. What you do not want is to line your base with photon cannons or build them en masse. Your money is much better spent in units than cannons if your goal is defending your base.

Of note, I made the general assumption that your opponent will probably try some kind of harass (which is something I do preemptively on ladder matches). This isn't going to be true every game but a single cannon in your mineral line will help deter your opponent when they do decide to harass.
"I am a leaf on the wind."
jimbob615
Profile Blog Joined September 2006
Uruguay455 Posts
April 08 2011 02:59 GMT
#1491
if you attack move with thors and they are attacked my zerglings and mutalisks, which one do they priority target first?
Isaac
Profile Joined August 2010
United States810 Posts
April 08 2011 03:04 GMT
#1492
How should I wall of a 2rax versus zerg?
I typically go Rax/depot/Rax, but then my hellions/other units get out so I have to float my barracks to a different location.

Also, I find myself getting Baneling allined after I 2rax theyre FE.
How can I avoid this, I typically have hellion and tank after this, but i feel without a wall its a bit of a struggle keeping units back.
I sometimes float my raxes to forma wall of a natural, but I dont ever form a complete wall off in time for a bust.
I guess what I am trying to ask is how should I xfer my structure formation from a 2rax FE to a prepare for a baneling bust.?
number one fan of marineking
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
April 08 2011 03:04 GMT
#1493
the mutas

thors always target air units over ground except for medivacs i believe
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 08 2011 03:07 GMT
#1494
On April 08 2011 12:04 Orome wrote:
the mutas

thors always target air units over ground except for medivacs i believe


I could be wrong but I believe they patched the thor's prioritizing medivacs over other units.. It was kind of a hotfix that left P/Z players with buzzkills after reading "Thor," "Priority," and Bug Fix" all in the same sentence and the repairing scv threat bug was not fixed :D
get rich or die mining
TL+ Member
SmOKeS
Profile Joined October 2004
United States46 Posts
April 08 2011 03:29 GMT
#1495
PvT 4-5 rax constant pressure, not all-in just every few mins attacking, focusing my sentries, they expand and add more raxs and upgrades but pure mass rine constant pressure

should I rebuild my sentries delay tech or skip sentries get more stalker and faster tech

if I have to choose between guardian shield and ff which one?
eunheeseung
Profile Joined April 2011
43 Posts
April 08 2011 03:40 GMT
#1496
for tvz what do i do if i see mix broodlords and corruptors
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-04-08 03:46:29
April 08 2011 03:45 GMT
#1497
On April 08 2011 12:07 Alejandrisha wrote:
Show nested quote +
On April 08 2011 12:04 Orome wrote:
the mutas

thors always target air units over ground except for medivacs i believe


I could be wrong but I believe they patched the thor's prioritizing medivacs over other units.. It was kind of a hotfix that left P/Z players with buzzkills after reading "Thor," "Priority," and Bug Fix" all in the same sentence and the repairing scv threat bug was not fixed :D


It's also not true that thors always target air units over ground units. The way the Thor AI works is to make the attack against whichever target currently in range that would result in it dealing the most damage. That generally defaults to range, due to the thor having a larger anti-air range (more options for his anti-air attacks) and that they deal splash damage. Thus, it'll almost always go after the mutas, unless there's only one muta or something. That's why the thor sometimes seems completely idiotic: it goes to make an attack against air targets that are grouped up for splash damage, but then they spread out before the attack goes off, and the splash damage wouldn't happen, so it goes to make a ground attack, but then some more clump again so it changes its mind once more.

All units that have both anti-ground and anti-air attacks function the same way. That's why the thor makes anti-ground attacks against colossi but queens use their anti-air attack.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Hoban
Profile Blog Joined February 2011
United States1600 Posts
April 08 2011 03:47 GMT
#1498
On April 08 2011 12:29 SmOKeS wrote:
PvT 4-5 rax constant pressure, not all-in just every few mins attacking, focusing my sentries, they expand and add more raxs and upgrades but pure mass rine constant pressure

should I rebuild my sentries delay tech or skip sentries get more stalker and faster tech

if I have to choose between guardian shield and ff which one?


I apologize I cannot fully answer your question but I can address the third part of your question, FF or guardian shield. If your opponent is doing pure marine aggression then Guardian Shield would be the way to go. An extra 2 armor against un-upgraded marines completely devastates their dps. I will provide some numbers as evidence of how awesome guardian shield is against marines.

Marines do 6 damage at intervals of 0.86 seconds for a total DPS of 6.97.
Zelots have a base armor of 1. So now a marine does 5 damage / 0.86s = 5.81 dps
Throw in guardian shield for +2 armor. Zelots now have armor of 3. 3 damage / 0.86s = 3.49 dps

Guardian shield does a total reduction of 2.32 dps per marine. Now to comparing this to FF. You would need to isolate 40% of the attacking marines away for the duration of the guardian shield to get the same DPS loss on average.

Since this sounds similar to the Million Man TvP strategy, the focus is on small engagements with marines. In this case isolating only a fraction of the group seems to be tougher, and to equal the energy cost you could only use 3 FF's per engagement.

In conclusion I whole-heartedly believe that guardian shield beats out FF unless you have extremely good FF's or are in a very specific situation where FF would be better (i.e. FF on a ramp). Guardian Shield also requires less micro and allows you to spend actions on other things (positioning, saving stalker, warp-ins, ect)

If you have any other questions feel free to PM me I would be happy to explain the numbers a little more. GL!
"I am a leaf on the wind."
Froadac
Profile Blog Joined July 2009
United States6733 Posts
April 08 2011 04:53 GMT
#1499
I hope there is a simple enough answer: there are many acceptable ones, but what would a simple, solid, macro-oriended build be in TvT, TvZ, and TvP. I"m still in diamond, and want to just focus on three builds (one per matchup) but I tend to wander about.

Right now I'm doing 1-1-1 with marine/tank/viking/medivac in TvT, Two rax (tech+reactor) expand in TvP, and reactor hellion expand into 3 fact mech in TvZ. Are these reasonable, or are there superior builds?
Hoban
Profile Blog Joined February 2011
United States1600 Posts
April 08 2011 05:29 GMT
#1500
On April 08 2011 13:53 Froadac wrote:
I hope there is a simple enough answer: there are many acceptable ones, but what would a simple, solid, macro-oriended build be in TvT, TvZ, and TvP. I"m still in diamond, and want to just focus on three builds (one per matchup) but I tend to wander about.

Right now I'm doing 1-1-1 with marine/tank/viking/medivac in TvT, Two rax (tech+reactor) expand in TvP, and reactor hellion expand into 3 fact mech in TvZ. Are these reasonable, or are there superior builds?


I would mainly focus on a build that includes some sort of expansion. It seems like your TvP and TvZ builds have very good mid-game plans. At the lower leagues you can really make any decent build work as long as it is not a 1-base strategy or a cheese. In TvT, I have found that 1-1-1 is a very safe opening but it is vulnerable to a siege-tank contain off of a siege-tank expand style build. As long as you are abusing your medivac mobility as soon as you get them then this is less of a problem. Overall, I think your three builds are solid, safe, and effective. Here are some pointers I can offer.

-Make sure your build is refined and practiced to the point where it's timings become unconscious. This will allow you to squeeze in more actions for harass/drop play (in TvZ and TvT respectively).
-I often have problems in TvP with mid-game plans. I would take your 2raxFE TvP build and develop a solid idea of what you want to do with it. The first step will be to identify what units/style you like to use vs P. The second will be developing a plan on how to transition smoothly from 2raxFE into your "mid game plan". The third step will be practicing this transition to the point of autonomous execution.
-Once you are sure you have a solid and developed mid-game-plan for each of your 3 match-ups, watch the replays where you lose while executing your mid-game-plan. These replays hold information regarding the vulnerabilities and timings of your build and will allow you to take note of things that counter your build and how you can scout the counter-builds. With this information develop a second game plan, one you think will give you an advantage or abuse a specific timing. Practice the transition and set up a flowchart in your head such as "I am going to play my mid-game-plan unless I scout 'this' then I will play my second game plan."

Here is an example with my own though process in TvZ:
I open siege tank expand into mass marine and siege tank. I apply constant pressure at the edge of creep and transition into thor/tank/marine and push after I get my first 2 thors to go for the kill. IF I scout the opponent going something other than ling/bling/muta (usually ling/bling/infestor/roach), I instead make a starport and go heavy raven/tank with dropship play.
So in every single TvZ I either do the first or the second plan. Always.

tl;dr
-Your builds are solid and focus on getting an expansion, this is exactly the kind of build you want.
-Focus on your mid-game plans. Refine the transition into your specific mid-game-plan.
-Don't try to 'wing it' in a game. Operate off of your practiced mid-game-plan
-Study the vulnerabilities of your plan and what your opponent does that kills your plan. Learn the scoutable information and the timing of your opponents build and develop a second plan. Once you have the scouting information you can decide which practiced game plan you want to follow.
"I am a leaf on the wind."
Prev 1 73 74 75 76 77 900 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
StarCraft Evolution League #21
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 141
StarCraft: Brood War
GuemChi 5812
Aegong 596
910 52
soO 19
Noble 10
Icarus 7
Dota 2
NeuroSwarm439
League of Legends
JimRising 808
Counter-Strike
Coldzera 1824
Other Games
summit1g7464
C9.Mang0549
WinterStarcraft344
ViBE115
Organizations
Other Games
gamesdonequick935
BasetradeTV147
Dota 2
PGL Dota 2 - Main Stream77
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• practicex 44
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1048
• Rush1043
• Stunt533
Other Games
• Scarra2009
Upcoming Events
GSL
3h 48m
Cure vs TriGGeR
ByuN vs Bunny
KCM Race Survival
4h 18m
Big Gabe
6h 18m
Replay Cast
18h 18m
Replay Cast
1d 3h
Escore
1d 4h
OSC
1d 7h
Replay Cast
1d 18h
Replay Cast
2 days
RSL Revival
2 days
[ Show More ]
IPSL
2 days
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
2 days
Replay Cast
2 days
RSL Revival
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
IPSL
3 days
eOnzErG vs TBD
G5 vs Nesh
Replay Cast
4 days
Wardi Open
4 days
Afreeca Starleague
4 days
Jaedong vs Light
Monday Night Weeklies
4 days
Replay Cast
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Snow vs Flash
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-04-28
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
2026 GSL S1
BLAST Rivals Spring 2026
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
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
KK 2v2 League Season 1
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 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.