• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:50
CEST 09:50
KST 16:50
  • 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
[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists22
Community News
Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event11Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced9
StarCraft 2
General
Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists
Tourneys
RSL Revival: Season 5 - Qualifiers and Main Event StarCraft Evolution League (SC Evo Biweekly) 2026 GSL Season 2 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament $1,400 SEL Season 3 Ladder Invitational
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
Using AI to optimize marketing campaigns [ASL21] Ro8 Preview Pt2: Progenitors ASL21 General Discussion Why there arent any 256x256 pro maps? BW General Discussion
Tourneys
[ASL21] Ro8 Day 4 [ASL21] Ro8 Day 3 [Megathread] Daily Proleagues [ASL21] Ro8 Day 2
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV OutLive 25 (RTS Game) Daigo vs Menard Best of 10 Nintendo Switch Thread
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
Russo-Ukrainian War Thread US Politics Mega-thread European Politico-economics QA Mega-thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
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
Movie Stars In Video Games: …
TrAiDoS
ramps on octagon
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1135 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 2h 10m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 160
StarCraft: Brood War
Sea 3467
Killer 289
Mind 86
Hyuk 78
Aegong 76
910 49
scan(afreeca) 48
Shinee 40
Dewaltoss 31
NotJumperer 17
[ Show more ]
ZergMaN 12
Bale 8
League of Legends
JimRising 582
Super Smash Bros
Mew2King440
Other Games
summit1g6942
ceh9550
C9.Mang0365
Happy243
monkeys_forever175
NeuroSwarm66
Organizations
Other Games
gamesdonequick741
Dota 2
PGL Dota 2 - Main Stream40
StarCraft: Brood War
lovetv 12
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• LUISG 9
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1331
• TFBlade944
• Stunt504
Upcoming Events
Sparkling Tuna Cup
2h 10m
Afreeca Starleague
2h 10m
Snow vs Flash
WardiTV Invitational
3h 10m
SHIN vs Nicoract
Solar vs Nice
PiGosaur Cup
16h 10m
GSL
1d 1h
Classic vs Cure
Maru vs Rogue
GSL
2 days
SHIN vs Zoun
ByuN vs herO
OSC
2 days
OSC
2 days
Replay Cast
2 days
Escore
3 days
[ Show More ]
The PondCast
3 days
WardiTV Invitational
3 days
Zoun vs Ryung
Lambo vs ShoWTimE
OSC
3 days
Replay Cast
3 days
CranKy Ducklings
4 days
RSL Revival
4 days
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
4 days
Krystianer vs TriGGeR
Cure vs Rogue
uThermal 2v2 Circuit
4 days
BSL
4 days
Replay Cast
4 days
Sparkling Tuna Cup
5 days
RSL Revival
5 days
Cure vs Zoun
Clem vs Lambo
WardiTV Invitational
5 days
BSL
5 days
GSL
6 days
Afreeca Starleague
6 days
Liquipedia Results

Completed

Proleague 2026-05-02
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
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
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

YSL S3
Escore Tournament S2: W6
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
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.