• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:19
CEST 06:19
KST 13:19
  • 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
[ASL22] Ro8 Preview: In A Tizzy9[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 237Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Weekly Cups (Sep 13-20): herO scores triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool How do you feel about the StarCraft shooter announcement at BlizzCon 2026? The Death of Cheese: From a Professional Cheeser
Tourneys
Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
Bot on ladder PLAYzone Challenge - open offline tour in Prague BSL Season 23 BW General Discussion NaDa's Body
Tourneys
PLAYzone Challenge - open offline tour in Prague [ASL22] Ro8 Day 2 [ASL22] Ro16 Group D [ASL22] Ro8 Day 1
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread Diablo IV Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Gaming Intensity, Problemati…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7519 users

Simple Questions Simple Answers - Page 96

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 94 95 96 97 98 900 Next
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-04-15 15:39:07
April 15 2011 15:32 GMT
#1901
On April 15 2011 23:16 Fishermang wrote:
When you expand as zerg, at what amount of minerals should your drone leave your base to reach the natural exp to have an extant amount of 300 minerals to plant a new hatchery?


Depends on map and when you're expanding? Seriously this is a dumb question and the result is pretty trivial anyway.

On April 15 2011 14:14 Awesomeness wrote:
How to stop a tank/marine/banshee/scv-allin with protoss after expandig early?


Not a simple question. There are tons of threads out there for this.

On April 15 2011 17:31 Greenworld wrote:
If you warp in units and the pylon is killed , you get the minerals back and the cd on your warpgates ?!!!!!!


Yes.

On April 15 2011 23:57 Zemik wrote:
Ok I have a relitively simple question.

In what league is it a good idea to start considering Micro?

To expand on that I am in Bronze and focusing on macro, if I lose a game it was because I didnt have enough stuff or I did something dumb like charge a siege line, not because I failed to move my stalkers when they were on low hp.

So what league skill level is it when your macro is solid, you dont do dumb shit anymore and to win a game requires unit placement and control?


Macro is in general more important than micro, and this remains true across all leagues.
Fishermang
Profile Joined September 2010
Norway56 Posts
Last Edited: 2011-04-15 15:37:55
April 15 2011 15:35 GMT
#1902
Didn't know it would matter when you are expanding, but I forgot to specify it was a fast expand, so say at 15 supply? Say it is Metalopolis? I see people on GSL arrive with their drone at the natural exactly when they tick 300 minerals. Thank you for your welcoming words to someone who is trying to learn the game.
Absentia
Profile Joined March 2011
United Kingdom973 Posts
Last Edited: 2011-04-15 15:46:20
April 15 2011 15:35 GMT
#1903
If I'm going roach/baneling/infestor in ZvP (vs typical Toss death ball) , is it generally more efficient to upgrade ranged attack or melee attack? Are there any recent threads which discuss this? I did search but nothing obvious turned up...
rsvp
Profile Blog Joined January 2006
United States2266 Posts
April 15 2011 15:44 GMT
#1904
On April 16 2011 00:35 Fishermang wrote:
Didn't know it would matter when you are expanding, but I forgot to specify it was a fast expand, so say at 15 supply? Say it is Metalopolis? I see people on GSL arrive with their drone at the natural exactly when they tick 300 minerals. Thank you for your welcoming words to someone who is trying to learn the game.


Sorry for being mean. But timing your drone to arrive at your natural exactly when you have 300 minerals should be the least of your concerns.
Fishermang
Profile Joined September 2010
Norway56 Posts
April 15 2011 15:51 GMT
#1905
On April 16 2011 00:44 Anihc wrote:
Show nested quote +
On April 16 2011 00:35 Fishermang wrote:
Didn't know it would matter when you are expanding, but I forgot to specify it was a fast expand, so say at 15 supply? Say it is Metalopolis? I see people on GSL arrive with their drone at the natural exactly when they tick 300 minerals. Thank you for your welcoming words to someone who is trying to learn the game.


Sorry for being mean. But timing your drone to arrive at your natural exactly when you have 300 minerals should be the least of your concerns.


Actually it is pretty important towards training build-order, APM, and generally being able to do stuff automatically in my case. Knowing when to do what precisely frees up some time which I can then spend on scouting opponent's base with my drone, instead of spending half of my brain to try to remember when I should build an expantion.
Vathus
Profile Joined October 2009
Canada404 Posts
April 15 2011 15:54 GMT
#1906
On April 16 2011 00:35 Fishermang wrote:
Didn't know it would matter when you are expanding, but I forgot to specify it was a fast expand, so say at 15 supply? Say it is Metalopolis? I see people on GSL arrive with their drone at the natural exactly when they tick 300 minerals. Thank you for your welcoming words to someone who is trying to learn the game.

Maybe try sending the drone out 1 supply before you put the hatch down and if your drone gets there and you have more than 300 minerals try 2 supply before. It's far better to have your drone get there early than it is for it to get there late.
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
April 15 2011 16:03 GMT
#1907
On April 16 2011 00:51 Fishermang wrote:
Show nested quote +
On April 16 2011 00:44 Anihc wrote:
On April 16 2011 00:35 Fishermang wrote:
Didn't know it would matter when you are expanding, but I forgot to specify it was a fast expand, so say at 15 supply? Say it is Metalopolis? I see people on GSL arrive with their drone at the natural exactly when they tick 300 minerals. Thank you for your welcoming words to someone who is trying to learn the game.


Sorry for being mean. But timing your drone to arrive at your natural exactly when you have 300 minerals should be the least of your concerns.


Actually it is pretty important towards training build-order, APM, and generally being able to do stuff automatically in my case. Knowing when to do what precisely frees up some time which I can then spend on scouting opponent's base with my drone, instead of spending half of my brain to try to remember when I should build an expantion.

The simple answer is that its map dependent. Its not that hard to test for each position for each map but its not worth all the time imo. I do it by feel and I get it right most of the time.
Official Entusman #21
DusTerr
Profile Blog Joined January 2011
2520 Posts
April 15 2011 16:04 GMT
#1908
On April 16 2011 00:51 Fishermang wrote:
Show nested quote +
On April 16 2011 00:44 Anihc wrote:
On April 16 2011 00:35 Fishermang wrote:
Didn't know it would matter when you are expanding, but I forgot to specify it was a fast expand, so say at 15 supply? Say it is Metalopolis? I see people on GSL arrive with their drone at the natural exactly when they tick 300 minerals. Thank you for your welcoming words to someone who is trying to learn the game.


Sorry for being mean. But timing your drone to arrive at your natural exactly when you have 300 minerals should be the least of your concerns.


Actually it is pretty important towards training build-order, APM, and generally being able to do stuff automatically in my case. Knowing when to do what precisely frees up some time which I can then spend on scouting opponent's base with my drone, instead of spending half of my brain to try to remember when I should build an expantion.


considering this is something that changes with almost every map, it's not really a simple answer. Just for reference, as I usually send an scv to build my 1st supply depot at ramp at about 40-60 minerals (usually arrives right between 90-110 minerals). Try it out on different maps. If you send a drone at 230 and it arrives at 290, send it at 240 on that map, that position.
Absentia
Profile Joined March 2011
United Kingdom973 Posts
April 15 2011 16:17 GMT
#1909
On XNC i'll send my hatch drone (14/15 supply) around 200 minerals.
jtRok
Profile Joined April 2011
United States25 Posts
April 15 2011 16:23 GMT
#1910
If I've pushed my army out to outside the enemy base with a proxy pylon there to continue warping in units, and the enemy attacks my base right as I'm about to attack their base, do I push out and attack their base and go all in or do I go and save my base?

This is assuming our armies are around the same size, or possibly mine is even bigger.
ahmagahd.
closey
Profile Joined October 2010
Hong Kong272 Posts
April 15 2011 16:41 GMT
#1911
On April 13 2011 01:50 closey wrote:
Question! Can overlord pick up burrowed units?

Question! Can vortex suck in infestor eggs?

Queston! If a infestor neural parasite a unit and vortex sucks it in 0.1 seconds afterwards will neural parasited unit (assume outside AoE of vortex) remain controlled by the zerg?

Question! Can broodlings / infested terrans be loaded into overlords?

Question! If broodlings infested terrans can be loaded into overlords, will they disappear inside overlord if kept too long?

Question! What will happen if you neural parasite an enemy broodlord cocoon?



Finally got home and on SC2 for the unit tester...

Answer! Overlords cannot pick up burrowed units! "Unit cannot handle that command"

Answer! Vortex cancels Neural Parasite if casted on the parasited or the parasiting unit.

Answer! A broodlings / infested terrans CANNOT be loaded into overlords. No reponse will be given.

Answer! Yes you can! The enemy broodlord cocoon will NOT die and belong to you until neural parasite wears off. Then it's your enemy's again.
Rock, Paper, Scissors
andrewjmead
Profile Joined April 2011
United States1 Post
April 15 2011 16:53 GMT
#1912
Question: Terran rush. When should my first marine be complete. Record time?
rsvp
Profile Blog Joined January 2006
United States2266 Posts
April 15 2011 16:59 GMT
#1913
On April 16 2011 01:53 andrewjmead wrote:
Question: Terran rush. When should my first marine be complete. Record time?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=202400
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-04-15 17:44:50
April 15 2011 17:14 GMT
#1914
On April 15 2011 22:16 michaelhasanalias wrote:
Guess I'll post again.

I remember seeing a great guide on the variations of 4-gate a while back on TL. Anyone remember the thread name? Searching for "4-gate" or "4 gate" just yields a hundred pages of closed threads.


Tried to find it because I was curious, too. Can't find it, but if anyone has better luck, at least two people would appreciate it. >_<

On April 15 2011 23:16 Fishermang wrote:
When you expand as zerg, at what amount of minerals should your drone leave your base to reach the natural exp to have an extant amount of 300 minerals to plant a new hatchery?


EDIT: folk nailed this one pretty well already. It is map and build dependent; send around the 150-200 mineral mark and adjust for each particular scenario.

On April 16 2011 00:17 Reithan wrote:
Played a ZvZlast night on Shattered where I went for the usual hatch first (14hatch, 15pool in this case), the opponent blind countered with a 10pool into lings & a spine in my base

Is there any hatch-first opening that's safe against this sort of counter?


Hatch first can defend against it, but it takes some micro, practice, etc.. This recent mini-guide summarizes the technique:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=207040

Key is to pull (almost) all drones, put 4 on each spine, and avoid getting caught in a choke that limits your drone's surface area versus the lings.

On April 16 2011 01:23 jtRok wrote:
If I've pushed my army out to outside the enemy base with a proxy pylon there to continue warping in units, and the enemy attacks my base right as I'm about to attack their base, do I push out and attack their base and go all in or do I go and save my base?

This is assuming our armies are around the same size, or possibly mine is even bigger.


In general, deciding when to base trade is not a simple question and is dependent on many factors and ultimately your comfortableness in a base race scenario. Your scenario is specific enough to say that it is (probably) not worth it to run your army back since they have time to do significant damage to your base (on most maps) and then escape without engaging your army. You should attempt to warp in a few sentries at your base to FF the ramp and generally try to slow down their progress so that you can continue producing units via your proxy than them and/or sneak out probes to rebuild.
brum
Profile Joined January 2011
Hungary187 Posts
April 15 2011 18:16 GMT
#1915
Do progamers know that shift queueing a patrol command's start to it's end (eg. in a circle around the enemy's base) creates an infinite loop instead of a back and forth route? This makes scouting way less bothersome. How come i don't see progamers do this?
Kambing
Profile Joined May 2010
United States1176 Posts
April 15 2011 18:23 GMT
#1916
On April 16 2011 03:16 brum wrote:
Do progamers know that shift queueing a patrol command's start to it's end (eg. in a circle around the enemy's base) creates an infinite loop instead of a back and forth route? This makes scouting way less bothersome. How come i don't see progamers do this?


Manual scouting is an APM sink at a part of the game where there's nothing else to do. A patrolling scout is susceptible to getting ganked if you aren't watching it or exploited by placing tech outside of the patrol range. The point of scouting is to actively watch for tells (e.g., gases, nexus energy, army composition) and patrolling might put you out of position at a critical time. Old broodwar habits. Etc.

Note that these aren't necessarily decisive reasons. Patrolling or not is fine as long as you gather the information you need when you drone scout.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
April 15 2011 18:27 GMT
#1917
On April 16 2011 03:16 brum wrote:
Do progamers know that shift queueing a patrol command's start to it's end (eg. in a circle around the enemy's base) creates an infinite loop instead of a back and forth route? This makes scouting way less bothersome. How come i don't see progamers do this?


1) Some programers may not know about this, or know about it but just aren't used to doing it.

2) You should be manually controlling your scout for the most part anyway, or at least checking back on it every few seconds. Its rare that you would leave it alone on patrol/waypoints for an extended period of time.

3) By setting patrol waypoints, you don't actually run circles - once you reach the end of the waypoint, you start heading in reverse. This can be bad for example if you are being chased by a zealot, and if you're not watching you could easily lose your scout.
brum
Profile Joined January 2011
Hungary187 Posts
April 15 2011 18:55 GMT
#1918
On April 16 2011 03:27 Anihc wrote:
Show nested quote +
On April 16 2011 03:16 brum wrote:
Do progamers know that shift queueing a patrol command's start to it's end (eg. in a circle around the enemy's base) creates an infinite loop instead of a back and forth route? This makes scouting way less bothersome. How come i don't see progamers do this?


1) Some programers may not know about this, or know about it but just aren't used to doing it.

2) You should be manually controlling your scout for the most part anyway, or at least checking back on it every few seconds. Its rare that you would leave it alone on patrol/waypoints for an extended period of time.

3) By setting patrol waypoints, you don't actually run circles - once you reach the end of the waypoint, you start heading in reverse. This can be bad for example if you are being chased by a zealot, and if you're not watching you could easily lose your scout.

As i have stated before it doesn't create a back and forth movement. It will go in an infinite circle without making 180 degree turns. just try it. end the patrol route on the same cell where it starts. It automatically snaps together the two ends. I have found this method particularly useful in zvp, where you can keep your scout in the enemy base for a long time. You can be well around 20 supply and you still dont have to pay attention to ordering new movement commands. Ofcourse you still have to look at it from time to time for scouting, but you dont have to waste and actions on the movement.
Smurphy
Profile Blog Joined November 2010
United States374 Posts
April 15 2011 18:55 GMT
#1919
On April 16 2011 03:27 Anihc wrote:
Show nested quote +
On April 16 2011 03:16 brum wrote:
Do progamers know that shift queueing a patrol command's start to it's end (eg. in a circle around the enemy's base) creates an infinite loop instead of a back and forth route? This makes scouting way less bothersome. How come i don't see progamers do this?


1) Some programers may not know about this, or know about it but just aren't used to doing it.

2) You should be manually controlling your scout for the most part anyway, or at least checking back on it every few seconds. Its rare that you would leave it alone on patrol/waypoints for an extended period of time.

3) By setting patrol waypoints, you don't actually run circles - once you reach the end of the waypoint, you start heading in reverse. This can be bad for example if you are being chased by a zealot, and if you're not watching you could easily lose your scout.


I'm not sure if you understood what the original poster meant. Your point one seems to agree and say "some people may not know". Your point three seems to disagree and say "this isn't right".

A quick run into a game and making a square patrol route, connecting the last point you make to the first you made demonstrates that yes, you do actually run in circles and do not go in reverse when you reach the end.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
April 15 2011 19:45 GMT
#1920
On April 16 2011 03:55 brum wrote:
Show nested quote +
On April 16 2011 03:27 Anihc wrote:
On April 16 2011 03:16 brum wrote:
Do progamers know that shift queueing a patrol command's start to it's end (eg. in a circle around the enemy's base) creates an infinite loop instead of a back and forth route? This makes scouting way less bothersome. How come i don't see progamers do this?


1) Some programers may not know about this, or know about it but just aren't used to doing it.

2) You should be manually controlling your scout for the most part anyway, or at least checking back on it every few seconds. Its rare that you would leave it alone on patrol/waypoints for an extended period of time.

3) By setting patrol waypoints, you don't actually run circles - once you reach the end of the waypoint, you start heading in reverse. This can be bad for example if you are being chased by a zealot, and if you're not watching you could easily lose your scout.

As i have stated before it doesn't create a back and forth movement. It will go in an infinite circle without making 180 degree turns. just try it. end the patrol route on the same cell where it starts. It automatically snaps together the two ends. I have found this method particularly useful in zvp, where you can keep your scout in the enemy base for a long time. You can be well around 20 supply and you still dont have to pay attention to ordering new movement commands. Ofcourse you still have to look at it from time to time for scouting, but you dont have to waste and actions on the movement.


Woah, I did not know that. I bet actually a lot of progamers do not know about this either. Thanks, I learned something :p

Although pros probably still prefer to manually control their scout, I can see this being a pretty useful trick.
Prev 1 94 95 96 97 98 900 Next
Please log in or register to reply.
Live Events Refresh
Next event in 5h 41m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 99
StarCraft: Brood War
Britney 4796
Terrorterran 7
Icarus 4
Dota 2
monkeys_forever797
NeuroSwarm193
febbydoto52
League of Legends
JimRising 765
Counter-Strike
taco 369
Super Smash Bros
hungrybox666
Other Games
summit1g11686
WinterStarcraft428
C9.Mang0357
PiGStarcraft214
Maynarde161
ViBE129
Sick98
Livibee67
UpATreeSC50
Organizations
Other Games
gamesdonequick1107
StarCraft: Brood War
Afreeca ASL 439
[ Show 13 non-featured ]
StarCraft 2
• practicex 21
• mYiSmile110
• Letter142
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1137
Upcoming Events
The PondCast
5h 41m
Replay Cast
19h 41m
Korean StarCraft League
1d 23h
CranKy Ducklings
2 days
GSL
3 days
Yamato Cup
3 days
Replay Cast
3 days
Afreeca Starleague
4 days
Soma vs Jaedong
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
[ Show More ]
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Leta vs Soulkey
PiGosaur Cup
5 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Super Anchor Qualifying S3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
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.