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Common and important timings. - Page 6

Forum Index > StarCraft 2 Strategy
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manicshock
Profile Joined November 2010
Canada741 Posts
February 27 2011 19:41 GMT
#101
Did you mistype the 5 marine 4 marauder stim timing? As I don't think it's possible to have that at 5:00. Closer to 6 yes. The 2 tanks with siege is closer to 6:45 or 7 unless they're cutting corners to get there.

Add in 2 rax rush vs Zerg, 5 marine 2 SCV at your door at approx. 4:45.
Never argue with an idiot. They will just drag you down to their level and beat you with experience.
Jeffbelittle
Profile Joined August 2010
United States468 Posts
February 27 2011 21:02 GMT
#102
Yes please tell us 2 rax timings for Zerg, and Void Ray timings for Zerg.
Utinni
Profile Joined November 2010
Canada1196 Posts
February 27 2011 21:07 GMT
#103
Really appreciate this thread. Thank you and please keep updating if you can
“... you don’t have to be Sun freakin Tzu to know that real fighting isn’t about killing or even hurting the other guy, it’s about scaring him enough to call it a day.” - Max Brooks: World War Z
Communism
Profile Joined November 2010
United States176 Posts
March 01 2011 17:49 GMT
#104
Guys great work on keeping up this thread, I feel like this thread is a huge asset to people on this site and we should keep it up because it can really become something great. Everyone should check out arbitrageur's great thread on ZvP scouting timings here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=197189

Basically what he did was find out exactly what all of the information that you see in the ZvP matchup can mean. For example if you see a gate way that finishes at 3:00, then you know that he went 14 gate etc...

This got me thinking that we should broaden the scope of this thread to also include scouting timings for three races. I feel like the OP should make a separate section for scouting timings (to keep it organized), and we need to come together and fill in all of timings for various builds, such as when all of the pools finish, (14 pool etc.) and all of the hatch timings. Obviously these timings must be optimized to be relevant at a competitive level.
StuartLove
Profile Joined September 2010
Germany267 Posts
March 01 2011 17:53 GMT
#105
korean 4 gate @ 5:15 4 zealots
We Love ...
Rob28
Profile Joined November 2010
Canada705 Posts
Last Edited: 2011-03-01 18:03:16
March 01 2011 18:02 GMT
#106
Anybody notice that most toss timings are very far into the game compared to other races? Are there no better short-time BOs for toss?
"power overwhelming"... work, dammit, work!
Communism
Profile Joined November 2010
United States176 Posts
March 01 2011 18:13 GMT
#107
Also another thing is that we need to be careful of people just throwing these numbers out here. I feel like some of these timings are incorrect, and maybe replays should be provided if somebody wants to share a timing, unless the OP wants to go and test everything himself.

For example as previously stated, it is impossible to have 5 marines and 4 mauraders with stim by 5 min. After playing with an optimizer I was able to get 5 marines and 4 mauraders with stim out at about 5:20-25 (keep in mind this is with only have 12-13 SCVs)

Basically having invalid information on here negates the entire usefulness of this thread and makes it a danger to players who are actually trying to improve. We need to clean this up and make it the extremele useful resource that it can be
Lasbike
Profile Joined January 2011
France2888 Posts
March 01 2011 18:24 GMT
#108
I'm definitely bookmarking this. Thank you.
aykevin
Profile Joined February 2011
United Kingdom4 Posts
March 02 2011 12:25 GMT
#109
can zergs really get their units out that fast? it needs to be nerfed for protoss players comparing the time
frankster
Profile Joined September 2010
United Kingdom8 Posts
Last Edited: 2011-03-02 12:43:37
March 02 2011 12:42 GMT
#110
On March 02 2011 03:13 Communism wrote:
Basically having invalid information on here negates the entire usefulness of this thread and makes it a danger to players who are actually trying to improve. We need to clean this up and make it the extremele useful resource that it can be


I totally agree on this - I propose that every timing should be accompanied by a replay demonstrating the timing. That way we can a) judge the validity of the timing and b) people can possibly demonstrate faster ways of achieving the same result

I am happy to get the ball rolling with a couple of zerg replays tonight or tomorrow night when I get the chance.

MA70 - are you still following this thread, and able to update the OP with any replays that are posted?
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
March 06 2011 10:06 GMT
#111
any improvements on the tread yet?
Live Fast Die Young :D
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
March 06 2011 11:02 GMT
#112
nice thread. keep adding!
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
djdoodoo
Profile Blog Joined August 2010
United Kingdom192 Posts
March 06 2011 11:06 GMT
#113
you missed zergling speed
insom89
Profile Joined August 2010
Canada13 Posts
March 12 2011 13:19 GMT
#114
marine raven banshee??

Surprised no one has this considering its a pretty common build, in my experience anyways.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
March 13 2011 08:05 GMT
#115
On February 28 2011 04:41 manicshock wrote:
Did you mistype the 5 marine 4 marauder stim timing? As I don't think it's possible to have that at 5:00. Closer to 6 yes. The 2 tanks with siege is closer to 6:45 or 7 unless they're cutting corners to get there.

Add in 2 rax rush vs Zerg, 5 marine 2 SCV at your door at approx. 4:45.


I was thinking the same thing, I don't think it's even possible to have Stim done with 5 marines and 4 marauder at the 5 min mark. Certainly not a realistic scenario.
I think esports is pretty nice.
Douillos
Profile Joined May 2010
France3195 Posts
March 13 2011 08:23 GMT
#116
Great post! If OP could update with contributions!
Look a giraffe! Look a fist!!
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
Last Edited: 2011-03-18 22:39:26
March 18 2011 22:38 GMT
#117
I applaud the value of this thread, however, being that it hasn't been checked/updated in over a month, I began another thread on this topic found here. I will be constantly updating it with more up to date information with regards to better executions, patch updates, and the like.

[/end shameless plug]
Administrator
neverrain
Profile Joined January 2011
United States24 Posts
March 18 2011 23:14 GMT
#118
I'm not positive on this but doesn't the first banshee for Terran usually come out right around 7:00 and cloak 7:30 if it is rushed?


Well, 7:20 is within that range for the cloaked Banshee, but I'm not sure if that's the earliest it can come out. I don't play Terran so someone will have to clarify.


I went to a replay of a game I did last night in a TvT. Going 12 gas 13 rax, i had a banshee out at roughly 6:20. If you were going to get cloak out, you wouldn't be able to start it until after the banshee.

Also, the person who said dbl port banshee at 6:20 or whatever it was, is near impossible unless you are using the rax and the factory to build tech labs, but you would still have float time for the ports. I've played dbl port banshee against zerg 50 times, and the soonest I have been able to begin building the banshees was at roughly 6:30 without hurting econ at all. I'm sure you could get there sooner cutting a corner here and there, but maintaining good econ at the same time, they wouldn't be leaving until just after 7 min without cloak. I generally do cloak first as well, because 2 saturated gases is barely enough to support consistent dual banshees off a single base. I also rush with 4 banshees on this build, not 2, unless i scout the spire building while #3 and #4 are building.
fenX
Profile Joined February 2011
France127 Posts
March 19 2011 00:10 GMT
#119
Nice topic

I can do a cute 6roach timing at 4:40 (the 7 roach is at 5:05)

+ Show Spoiler [BO] +

- 10/10 extractor trick
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My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
AirbladeOrange
Profile Blog Joined June 2010
United States2574 Posts
March 21 2011 17:06 GMT
#120
Does anyone know the usual timing for fast roach burrow tunneling claws thing?
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