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AleXusher
Profile Joined September 2014
280 Posts
September 23 2016 06:31 GMT
#17481
Do protoss units when being warped in, still take double dmg, or not? I rly would like to know, but i am unable to find out
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
ArtyK
Profile Joined June 2011
France3144 Posts
Last Edited: 2016-09-23 13:44:59
September 23 2016 13:09 GMT
#17482
On September 23 2016 15:31 AleXusher wrote:
Do protoss units when being warped in, still take double dmg, or not? I rly would like to know, but i am unable to find out

No : "enemy forces can directly attack the warping-in unit, suffering normal damage. During the warp-in period, the unit being created gradually gains health and shields, but if attacked before it is fully constructed, it will have less health and/or shields when it enters the battle."

So if you attack before half the warpin is complete it's technically more than double damage, but only close to normal damage around the end.

http://wiki.teamliquid.net/starcraft2/Warp_Gate_(Legacy_of_the_Void)
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Excludos
Profile Blog Joined April 2010
Norway8263 Posts
September 23 2016 19:14 GMT
#17483
On September 23 2016 22:09 ArtyK wrote:
Show nested quote +
On September 23 2016 15:31 AleXusher wrote:
Do protoss units when being warped in, still take double dmg, or not? I rly would like to know, but i am unable to find out

No : "enemy forces can directly attack the warping-in unit, suffering normal damage. During the warp-in period, the unit being created gradually gains health and shields, but if attacked before it is fully constructed, it will have less health and/or shields when it enters the battle."

So if you attack before half the warpin is complete it's technically more than double damage, but only close to normal damage around the end.

http://wiki.teamliquid.net/starcraft2/Warp_Gate_(Legacy_of_the_Void)


You sure about the last part? I thought it only took normal damage all the way through. As in 10 damage at the start equals 10 less health at the end.
ArtyK
Profile Joined June 2011
France3144 Posts
Last Edited: 2016-09-23 19:25:50
September 23 2016 19:25 GMT
#17484
On September 24 2016 04:14 Excludos wrote:
Show nested quote +
On September 23 2016 22:09 ArtyK wrote:
On September 23 2016 15:31 AleXusher wrote:
Do protoss units when being warped in, still take double dmg, or not? I rly would like to know, but i am unable to find out

No : "enemy forces can directly attack the warping-in unit, suffering normal damage. During the warp-in period, the unit being created gradually gains health and shields, but if attacked before it is fully constructed, it will have less health and/or shields when it enters the battle."

So if you attack before half the warpin is complete it's technically more than double damage, but only close to normal damage around the end.

http://wiki.teamliquid.net/starcraft2/Warp_Gate_(Legacy_of_the_Void)


You sure about the last part? I thought it only took normal damage all the way through. As in 10 damage at the start equals 10 less health at the end.


I mean say the warpin is only 30% completed, it's only at 30% health/shield, so if you have enough dps to do 30% of the unit total health it just kills it right?
That's what i get from reading but maybe not?
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Excludos
Profile Blog Joined April 2010
Norway8263 Posts
September 23 2016 19:28 GMT
#17485
On September 24 2016 04:25 ArtyK wrote:
Show nested quote +
On September 24 2016 04:14 Excludos wrote:
On September 23 2016 22:09 ArtyK wrote:
On September 23 2016 15:31 AleXusher wrote:
Do protoss units when being warped in, still take double dmg, or not? I rly would like to know, but i am unable to find out

No : "enemy forces can directly attack the warping-in unit, suffering normal damage. During the warp-in period, the unit being created gradually gains health and shields, but if attacked before it is fully constructed, it will have less health and/or shields when it enters the battle."

So if you attack before half the warpin is complete it's technically more than double damage, but only close to normal damage around the end.

http://wiki.teamliquid.net/starcraft2/Warp_Gate_(Legacy_of_the_Void)


You sure about the last part? I thought it only took normal damage all the way through. As in 10 damage at the start equals 10 less health at the end.


I mean say the warpin is only 30% completed, it's only at 30% health/shield, so if you have enough dps to do 30% of the unit total health it just kills it right?
That's what i get from reading but maybe not?


If it's at 30% and you do 30% damage, it will die, yes. But if you only do 20% damage, it should have 80% health at the end, and not 33% which is what I got from your first post.
ArtyK
Profile Joined June 2011
France3144 Posts
September 23 2016 19:42 GMT
#17486
On September 24 2016 04:28 Excludos wrote:
Show nested quote +
On September 24 2016 04:25 ArtyK wrote:
On September 24 2016 04:14 Excludos wrote:
On September 23 2016 22:09 ArtyK wrote:
On September 23 2016 15:31 AleXusher wrote:
Do protoss units when being warped in, still take double dmg, or not? I rly would like to know, but i am unable to find out

No : "enemy forces can directly attack the warping-in unit, suffering normal damage. During the warp-in period, the unit being created gradually gains health and shields, but if attacked before it is fully constructed, it will have less health and/or shields when it enters the battle."

So if you attack before half the warpin is complete it's technically more than double damage, but only close to normal damage around the end.

http://wiki.teamliquid.net/starcraft2/Warp_Gate_(Legacy_of_the_Void)


You sure about the last part? I thought it only took normal damage all the way through. As in 10 damage at the start equals 10 less health at the end.


I mean say the warpin is only 30% completed, it's only at 30% health/shield, so if you have enough dps to do 30% of the unit total health it just kills it right?
That's what i get from reading but maybe not?


If it's at 30% and you do 30% damage, it will die, yes. But if you only do 20% damage, it should have 80% health at the end, and not 33% which is what I got from your first post.


I just meant proportionally, you need less damage to kill the unit if its in an early stage of warping, so technically you do more damage.
Only when the warpin is complete does it just count as normal damage
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Tryneus
Profile Joined June 2014
24 Posts
September 24 2016 13:00 GMT
#17487
Hi
I did not play starcraft 2 ladder 1v1 since heart of the swarm. I installed legacy of the void, learned new units and upgrades etc. but I played mostly coop mode, but hell ladder time!
New economy really pissed me off :S I have no clue what are the opening build orders right now and most importantly the most used cookie cutter army compositions and most abused allins.

I did some research looking for my answers but my favourite build order site is not up to date (imbabuilds) same thing goes for liquipedia which is also not updated for lotv.

If anyone can write me down the most up to date openers for each matchup and also tell me about most used allins right now and overall army composition I would be grateful.

I need informations about every race because I lack knowledge about current metagame completely.

Terran + Show Spoiler +
vs Terran
1. current standard macro opener
1. viable and most used army compositions
1. most used allin strategies
1. cheese strategies

vs Zerg
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4. cheese strategies

vs Protoss
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4. cheese strategies

Zerg + Show Spoiler +
vs Terran
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4 cheese strategies

vs Zerg
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4. cheese strategies

vs Protoss
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4. cheese strategies

Protoss + Show Spoiler +
vs Terran
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4 cheese strategies

vs Zerg
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4. cheese strategies

vs Protoss
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4. cheese strategies
You raped her! You murdered her! You killed her children! - Prince Oberyn Martell
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
Last Edited: 2016-09-24 18:51:17
September 24 2016 18:50 GMT
#17488
On September 24 2016 22:00 Tryneus wrote:
Hi
I did not play starcraft 2 ladder 1v1 since heart of the swarm. I installed legacy of the void, learned new units and upgrades etc. but I played mostly coop mode, but hell ladder time!
New economy really pissed me off :S I have no clue what are the opening build orders right now and most importantly the most used cookie cutter army compositions and most abused allins.

I did some research looking for my answers but my favourite build order site is not up to date (imbabuilds) same thing goes for liquipedia which is also not updated for lotv.

If anyone can write me down the most up to date openers for each matchup and also tell me about most used allins right now and overall army composition I would be grateful.

I need informations about every race because I lack knowledge about current metagame completely.

Terran + Show Spoiler +
vs Terran
1. current standard macro opener
1. viable and most used army compositions
1. most used allin strategies
1. cheese strategies

vs Zerg
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4. cheese strategies

vs Protoss
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4. cheese strategies

Zerg + Show Spoiler +
vs Terran
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4 cheese strategies

vs Zerg
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4. cheese strategies

vs Protoss
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4. cheese strategies

Protoss + Show Spoiler +
vs Terran
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4 cheese strategies

vs Zerg
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4. cheese strategies

vs Protoss
1. current standard macro opener
2. viable and most used army compositions
3. most used allin strategies
4. cheese strategies

You don't want much, do you? Try http://www.sc2casts.com. You can sort by Code S, the SSL, and Proleague to find the best games.

tvt
15gas 16rax reaper cc fact reaper hellion port viking; you can mech or bio from there
bio is marine tankevac viking, mech is hellion tank viking with a couple medics to drop hellbats on the bio army as you engage; both can add liberators with air control
most common all-in is 3rax reaper, proxied for best effect (2nd gas after 3rd rax)
if you go 15gas 16rax 17gas you can get reaper and fact simultaneously for quick cloaked banshee with 2reaper hellion(s) harass into marine/tank/liberator all-in

tvz
16rax 16gas reaper cc rax reactor depot gas fact tech stim port reactor for 5:00 2medic 16marine stim; you can grab 3rd cc immediately or get 2ebay 3rd gas to start 1-1, combat shields, and reactor on factory (mines) before grabbing 3rd cc; either way get a 3rd medic, 6marines and 1 mine asap after first two medics to assist them
you're mostly marine/medic/mines with some marauders and some liberator support for muta or when medic count is good; lategame you add a lot of ghosts and liberators to fight ultra/corruptor
most common all-in is 3rax reaper
I dunno zerg all-ins, sometimes they try to abuse reaper into reactor with speedling rush

tvp
15gas 16rax marine cc fact reactor port ebay 2mine drop into liberator and tankevac while getting +1 attack into stim and then you can expo on 2rax, 3rax, or go to 5rax for heavy 2base pressure and lift your main/nat to 3rd/4th as mineral blocks start running out
you're mostly marine/marauder/medic/mines into heavy liberator after 4-6 medics; get 2nd port and adv ballistics into ghosts; vikings vs colos/tempest
most common all-in is proxy fact/port for quick 2mine drop into liberator tankevac into marine/cyclone all-in + surviving tech units
protoss all-ins will usually either be 1base oracle adept mothershipcore proxy pylon to break wall, possibly with warp prism on 4-5gate; or they can do 2base 6-7gate warp prism adept (with glaives upgrade) all-in

zvt
I dunno zerg numbers too well but they usually do hatch gas pool lingspeed ovyspeed with 3rd base hatch around 3:30 as lingspeed finishes; at 5:00 you have 40 drones and 40 army supply including 5 queens (7 if you skip ovy speed) to defend terran pressure (probably stim marine medic or hellion/banshee or hellion/liberator); at 5:00 you can also drop 8 lings into t main to counter harass; I think you start 4th between 6 and 7 minutes
most common composition currently is ling/bane into corruptor/ultra (hive done at latest 10:00); you can do roach/ravager instead if you want but I think that's outdated meta

zvz
I dunno shit about zvz here's the SSL finals it's bo7 zvz: http://sc2casts.com/cast20150-Solar-vs-SKT.Dark-Best-of-7-2016-StarLeague-S2-Finals
I think it usually boils down into ling/bane or roach initially into some kind of roach/lurker or roach/muta play; can add or substitute lings and/or ravagers as is necessary

zvp
you can either do same opening as zvt with 3:30 3rd hatch or you can do 20hatch with slower queens; lingspeed ovyspeed; evo/banenest around 4:10 into spores as is necessary; probably same numbers as zvt around 5:00 to defend adept drop harass (possibly into 6+ gate adept aggression); you can counter ling drop at 5:00 also; try to grab 4th base hatch as close to 5:00 as you can depending on gate count and number of adept warp-ins; instead of adept drop (with glaives) they can do dt drops same time and switch to archon drops if your initial defense is tight
I dunno your composition, I see both ling/bane and roach ravager and stuff in between
I dunno your all-ins, mothershipcore good unit
I dunno 1base protoss all-ins, but on 2base they'll probably either 6+gate warp prism adept all-in or open oracle into phoenix with +1 attack on adepts into delayed warp prism glaives all-in

pvt
I dunno your numbers but you're doing gate gas nexus (you can get nexus before gas if you want or on bigger maps) gas core into citadel robo 3gate and you're using either blink or glaives with warp prism harass to secure 3rd base (I dunno its timing but it's on minimal units after you get the previously mentioned infrastructure); alternatively you can go star asap instead of robo/citadel and pressure with 1-3 oracles possibly in conjunction with 1gate adept production pressure
however you open you're going mostly glaives adepts with sentry support and blink stalkers for medics and/or liberators into storm/tempest, possibly with colossi thrown in before or after the storm/tempest
your all-ins are mostly 4+ gate adept drop after mothershipcore rush to break the wall or the same with oracles
terran all-ins are mostly reactor marine tank/cyclone liberator/medic pushes on 1base or barely delayed after 1marine or reaper cc

pvz
you can do nexus first or gate nexus or gate gas nexus I dunno the differences; I prefer nexus first cuz then you don't need to make a pylon for a year; either way you're doing nexus gas gate core (if you're gate before nexus you can stay on 1gate if you're going stargate asap); you can pressure with 2 adepts while walling in your nat; get citadel and robo for glaives and warp prism and go to 4gate if you're harassing while expanding (around 5:00) or 6+gate if you're going heavy 2base aggression; if you're 3base add constant immortal production, get attack upgrades, templar archive (unless you opened dt drop instead of adept drop) for archons and get charge
your composition is initially mostly adepts but later replaced by immortal/zlot/archon with sentry support (4 is a good number)
I dunno if zerg can all-in, mothershipcore good unit
your most common all-in is 6+gate glaives push with warp prism; you can get stargate units (they're all good options apparently) into +1 ground attack into the same thing slightly delayed instead if you want; I've seen a 2base disruptor all-in too but don't know anything about it

pvp
I dunno shit about pvp; think you're mostly opening gate gas gas gate core into 2adept or 2stalker into robo or star (again all 3 stargate units seem viable, but voidrays are the least common)
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
AleXusher
Profile Joined September 2014
280 Posts
October 05 2016 13:38 GMT
#17489
Is there anywhere a website or a post or anything, where i can check timings? Like when to get down spores, when to get turrets, when can DTs happen, when does 8 gate hit? When would a banshee show up? Stuff like this. Or when are bases taken normally etc etc.
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
ArtyK
Profile Joined June 2011
France3144 Posts
Last Edited: 2016-10-05 14:57:23
October 05 2016 14:55 GMT
#17490
On October 05 2016 22:38 AleXusher wrote:
Is there anywhere a website or a post or anything, where i can check timings? Like when to get down spores, when to get turrets, when can DTs happen, when does 8 gate hit? When would a banshee show up? Stuff like this. Or when are bases taken normally etc etc.


Not that i know of, but every time something like this happens, open up the replay and write the timing in notepad or something.

The first time i encoutered a 2 base 7 gate glaive allin, just by looking at the replay i figured i could scout with the reaper or scan at 4.30 to see extra gates coming down.
Against 2 base DT's warp prism, they generally come around 5.00, and it takes 43 seconds to make ebay + turret so starting the ebay at 4.15 is fine.
Knowing when an 8 gate arrives won't help you defend it, scouting it will. I never played agaisnt it but i assume you might need an earlier scan than 4.30, maybe 4? Look at the replay!

The problem in just learning timings is that it all depends on maps and openings.
If the guy skips the msc and goes 1 base proxy oracle rush, you need an ebay at ~2.30 to get a turret in time.
But if he opens msc first and pylon rush before that, the oracle comes in at like 4.00 so you can delay the ebay by a lot (or just have a mine in your mineral line)

So even if you had all the possible timings it wouldn't be accurate unless they listed all possible scenarios against each possible build that you could open with.
Scouting remains the best tool at your disposal, because if you're in the dark you'll just be guessing several timings that may or may not happen and might ruin your own build if you guess wrong.

It's obviously great to know the most important ones, so writing them down from replays/streams/vods is definetly recommended.
Just take into account proxies/maps, as the same exact build might come earlier in some situations.
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
someangryfakeperson
Profile Joined May 2015
2 Posts
October 06 2016 09:38 GMT
#17491
Mindset question: Is it better to focus on playing the game with a plan, and adapting and executing that plan on the fly, or better to focus on mechanical skill as a player? Does the answer change between low level players looking to improve, and high level players deciding which to prioritize?
Excludos
Profile Blog Joined April 2010
Norway8263 Posts
Last Edited: 2016-10-06 19:07:48
October 06 2016 19:06 GMT
#17492
On October 06 2016 18:38 someangryfakeperson wrote:
Mindset question: Is it better to focus on playing the game with a plan, and adapting and executing that plan on the fly, or better to focus on mechanical skill as a player? Does the answer change between low level players looking to improve, and high level players deciding which to prioritize?


There was a nice pyramid here at some point showing what you should be focusing on depending what ranked you are. From game fundamentals to game plans. Basically, the lower you are, the more you need to focus on mechanics. because no plan is going to survive against a player who simply out-macro or out-micro you. As you get higher, around platinum I'd say, you need to focus more on executing builds and gameplans (but still practice your macro and micro. They're probably not perfect yet). Around master you need to focus a lot more on reacting to your opponents build, and implementing the correct changes to your own.
AbouSV
Profile Joined October 2014
Germany1278 Posts
October 07 2016 16:12 GMT
#17493
I think you are referring to this:
http://www.teamliquid.net/forum/sc2-strategy/253300-the-starcraft-pyramid
milkjuice666
Profile Joined September 2016
7 Posts
October 10 2016 20:31 GMT
#17494
probably not a simple answer, but as a noob i have no idea how many production facilities i should have at any point in the game and how many resources its ok to float for leniency ... i play terran. is there a rule of thumb? for marine tankivac
Excludos
Profile Blog Joined April 2010
Norway8263 Posts
Last Edited: 2016-10-10 20:40:19
October 10 2016 20:40 GMT
#17495
On October 11 2016 05:31 milkjuice666 wrote:
probably not a simple answer, but as a noob i have no idea how many production facilities i should have at any point in the game and how many resources its ok to float for leniency ... i play terran. is there a rule of thumb? for marine tankivac


The thing is that unless your macro is excellent, the amount of production facilities you need to have at any point differs greatly. If you just make as many as a professional, you're going to be floating resources really quickly. It also differs greatly on what stage in the game you are, what tech you're doing, how many workers you have, etc. That's why you need to work on your macro first, build second. As the knowledge of how many building facilities you'll need is something you'll learn while working on it.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 10 2016 21:29 GMT
#17496
On October 11 2016 05:31 milkjuice666 wrote:
probably not a simple answer, but as a noob i have no idea how many production facilities i should have at any point in the game and how many resources its ok to float for leniency ... i play terran. is there a rule of thumb? for marine tankivac

The guy above me isn't wrong, but there are some numbers you can default to if nothing weird happens.

On 2base if you're looking to expand after some initial pressure you'll be on 2 or 3rax, depending on what addons you have and how much money you've invested in tech units. If you're investing heavily into tech, be it tank/medic/liberator or reactor-medics asap, you'll use 2rax with 1 techlab for stim and 1 reactor. If you aren't switching your addons from tech buildings but opened tech (and aren't reactoring medics) you can do 3rax, either with just a techlab, or with 2techlabs and 1 reactor if you're trying to simultaneously get stim and combat shields before expanding (after a tech intensive opening).

If you're going for heavy 2base pressure, or even plan on lifting your main and nat ccs to the 3rd and 4th base respectively (as opposed to making new ccs) you can easily support 5rax (3techlabs vs protoss or roach-heavy zerg, otherwise only 1-2 techlabs and rest reactors) in addition to fact and port production.

On 3base you're looking at 7-8 rax with addons. Against protoss that's 4 or 5 techlabs, rest reactors. Against zerg you're probably doing 3 techlabs at this point. You can support 2-3 port production (2 or 1 reactors respectively) additionally.

If you find you're expanding slowly, lifting ccs instead of making new ones, or losing a lot of workers you could stay on a lower number of barracks for a long time. Focus on maintaining constant production rather than trying to hit some specific building number. If you find your macro slipped and you pooled a lot of resources consider adding a few more barracks (and even an extra fact and/or port). Once you max you should invest heavily in extra production capacity so you can swiftly remax following engagements.


As for resource-floating-- there's no reason to ever exceed 500 resources at any point in the game. If you're having trouble with resource floating focus first on not missing supply depots, second on constantly producing units (without queuing extra except no earlier than halfway through the first queue, and ideally as close to the end of the queue as possible), and third on making more production buildings (and earlier). Don't forget to keep expanding, or you'll go from floating to being broke very quickly. Try to anticipate your extra production needs based on your income fluxes. Right after you saturate a new expansion you're going to have a very large boost in income which should go into upgrades, tech, and production buildings. As bases start to mine out, realize that your income will decrease if you aren't able to expand. The more intense the fighting, the less likely you are to being able to expand due to space, the more resources you'll be forced to reinvest into units, and the longer the game will remain in a relatively low econ state.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
jamesfoster489
Profile Joined October 2016
10 Posts
October 11 2016 09:10 GMT
#17497
--- Nuked ---
DrunkenJedi
Profile Joined November 2010
Germany175 Posts
October 11 2016 13:08 GMT
#17498
Hey,
is there a Site with all the LotV timings? I found one for HotS (http://imbabuilds.com/guides/protoss-timings/). A new one for LotV would be very much appreciated. Thank you.
"Don't worry, I use Special Tactics this time, no problem."
dramacool
Profile Joined October 2016
2 Posts
October 11 2016 14:01 GMT
#17499
How long is Neural parasite last?

how much damage does a collosi deal to zealot / stalker assuming no upgrades except thermal lance for Collosi ?

Are you able to tell me the total time it would take for me to invest the 2x upgrades for Neural parasite ?

Thank you!!

PLEASE VISIT MY WEBSITE : >> Dramacool
Alluton
Profile Joined February 2015
Finland113 Posts
October 11 2016 18:25 GMT
#17500
On October 11 2016 23:01 dramacool wrote:
How long is Neural parasite last?

how much damage does a collosi deal to zealot / stalker assuming no upgrades except thermal lance for Collosi ?

Are you able to tell me the total time it would take for me to invest the 2x upgrades for Neural parasite ?

Thank you!!

PLEASE VISIT MY WEBSITE : >> Dramacool


http://wiki.teamliquid.net/starcraft2/Main_Page

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