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[D] TvP DTs

Forum Index > StarCraft 2 Strategy
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noveyak
Profile Blog Joined August 2010
United States35 Posts
February 18 2011 01:55 GMT
#1
I was wondering how other terran players prepare for DTs in the TvP matchup without wasting too many minerals (dropping turrets around the whole base). Its very easy when you know DTs are coming but say on Delta Quadrant where it seems to happen the most, what build orders are generally safe against DTs even when you are not sure they are coming.

My issue with Delta Quadrant is once the pylon goes down above your natural w/Destructible rocks I find myself dead unless I have a raven. Should i go for an early raven on DQ? Other maps are slightly more manageable because a turret at ramp can generally keep me safe.
Ulfsark
Profile Blog Joined September 2010
United States958 Posts
February 18 2011 02:00 GMT
#2
As a protoss player, My DTs get shut down by 1-2 missile turrets near the entrance to their main/nat, also 1 near the mineral line is definitely helpful.
gg wp
Froadac
Profile Blog Joined July 2009
United States6733 Posts
February 18 2011 02:03 GMT
#3
Once you scout it one missile turret should be placed in mineral line, and another one to the entrance of the base. Or natural if you ahve one. Then jsut get a raven out and take advantage of the fact they invested so much.
iChau
Profile Joined December 2010
United States1210 Posts
February 18 2011 02:07 GMT
#4
One missle turret in mineral line and one at the ramp. This is better than relying on scans (which means you can use mules) and that insurance is DEFINiTELY worth it because it shuts down DT's. His army will be small, so he'll most likely lose after you push him when you shut down his harassment.

However, remember to have 2-3 marines near each missle turret.
Getting a raven, imo, is not a good idea because you're investing just as much.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Froadac
Profile Blog Joined July 2009
United States6733 Posts
February 18 2011 02:19 GMT
#5
On February 18 2011 11:07 iChau wrote:
One missle turret in mineral line and one at the ramp. This is better than relying on scans (which means you can use mules) and that insurance is DEFINiTELY worth it because it shuts down DT's. His army will be small, so he'll most likely lose after you push him when you shut down his harassment.

However, remember to have 2-3 marines near each missle turret.
Getting a raven, imo, is not a good idea because you're investing just as much.

Depends on tech path. You actually do need a raven to push out...

If you are only on rax, probably not. If you already have a starport ravens are indeed useful with PDD>
iChau
Profile Joined December 2010
United States1210 Posts
February 18 2011 02:22 GMT
#6
On February 18 2011 11:19 Froadac wrote:
Show nested quote +
On February 18 2011 11:07 iChau wrote:
One missle turret in mineral line and one at the ramp. This is better than relying on scans (which means you can use mules) and that insurance is DEFINiTELY worth it because it shuts down DT's. His army will be small, so he'll most likely lose after you push him when you shut down his harassment.

However, remember to have 2-3 marines near each missle turret.
Getting a raven, imo, is not a good idea because you're investing just as much.

Depends on tech path. You actually do need a raven to push out...

If you are only on rax, probably not. If you already have a starport ravens are indeed useful with PDD>


Yes, kind of.

I guess it depends. He'll eventually be starved of gas because DT's cost so much gas so he HAS to expand. Saving up scans to rid of DT's so you can destroy as many pylons/economy as possible seems like a good idea to me, because slowly getting a raven can let him tech up to something else or just expand.

I think just simply forcing him to create sentries early (pressure) will allow you to delay the DT's by a pretty nice while.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
February 18 2011 03:28 GMT
#7
On February 18 2011 11:07 iChau wrote:
One missle turret in mineral line and one at the ramp. This is better than relying on scans (which means you can use mules) and that insurance is DEFINiTELY worth it because it shuts down DT's. His army will be small, so he'll most likely lose after you push him when you shut down his harassment.

However, remember to have 2-3 marines near each missle turret.
Getting a raven, imo, is not a good idea because you're investing just as much.


Pretty much summarizes it.
I'd really emphasize getting a raven because Protoss players will often use DT's to gain some map control or make the terran defensive while grabbing a Nexus. Without a raven, you continually need to burn scans to keep your army alive. Getting out a raven allows you to move about freely as well as make a strong push on the protoss if need be (as investing in DT's and a Nexus will keep the protoss army relatively small)
You can type "StarCraft" with just your left hand.
DuFFmAn69
Profile Joined March 2010
United States78 Posts
Last Edited: 2011-02-18 06:40:31
February 18 2011 06:38 GMT
#8
A 1/1/1 opener is good if you are afraid of dt's but alternatively if you're going for a normal fe mmm build, get a ebay after your 3rd rax and build 1 turret at the front of your base (not vulnerable so it doesn't get sniped) to deny dt's from walking in and once you start your factory plant another one in between your production buildings and cc in case they go for dt drops. If they do drop a dt in your main and you don't have enough energy for a scan, build a 2nd turret in your main right away just in range of your first so they can't snipe it. your main focus should be not losing to much mining time.

as for your DQ situation, build a supply depo at the bottom of your ramp so you can scout their proxi pylon and hopefully kill it before it goes up.

oh and if you're looking for specific build orders check out liquipedia. =]
Deleted User 109835
Profile Blog Joined September 2010
629 Posts
February 18 2011 09:55 GMT
#9
--- Nuked ---
xciLe
Profile Joined October 2010
Norway213 Posts
February 18 2011 17:54 GMT
#10
i get eBay at around 6 mins, and put a turret by your ramp. where i a bunker. dts = impossible
Protoss OP
hocash
Profile Joined December 2010
United States82 Posts
February 18 2011 19:15 GMT
#11
As a Toss who uses DT openers a lot vs. Terran I would say the best counter is 1) Early pressure 2) Turret at Ramp 3) Raven

Early pressure often wins it right away if I miss a force field or for some reason forget my sentry or get greedy is saving up gas.

Turret at the ramp discourages my dt play. But I do use it for map control.

If you go raven you have movement but need multiple ravens if you expand beyond your natural expo.

I'd say Terran should ALWAYS push early vs. Protoss. Otherwise you sacrifice map control and will lose the economic battle vs. Toss as he expands faster than you. Dts are SO strong vs. Terran. If you don't have the turrets up on your mineral line it should be game over vs. a good toss. Spread the dts out, kill off any turrets being built, and harass army/probes and tech add ons at once.
hocash
Profile Joined December 2010
United States82 Posts
February 18 2011 19:16 GMT
#12
When I say push early I don't mean a full engagement. But you have to see what he's got on his ramp. Just 1 sentry? Could be game over once he uses that first ff unless he's lucky in the warp gate cooldown timing.
OverZero
Profile Blog Joined December 2010
United States271 Posts
February 18 2011 21:19 GMT
#13
The only time I really rush for dts is on DQ, I usually put a pylon in the non-rocked natural and warp in over the gap there. The best solution is probably to either pressure early, scout for proxy pylons, and getting that really early raven. Thats the best advice I can give, I'm pretty bad with terran... :/
PLAGUUUUUUU <My Stream: twitch.tv/paullolol > Check it out some time!!!
ZasZ.
Profile Joined May 2010
United States2911 Posts
February 18 2011 21:39 GMT
#14
If you're talking about DQ specifically, I would do everything possible to keep that Pylon at your nat from going up. It can be difficult but you shouldn't ever let him warp things into your base like that.

DT's are one of the reasons I like 1/1/1 so much. If you see 3-4 Gates but no expo and no 4 gate attack you can be pretty sure he's going to be coming at you with DT shenanigans, and while Turrets will work, you're now completely contained until you get a Raven.
Robellicose
Profile Blog Joined October 2010
England245 Posts
February 18 2011 21:48 GMT
#15
Just as a helpful tip on Delta Quadrant specifically, wall your natural ramp with supply depots and stick a missile turret behind it. This wall will delay DTs long enough for you to get your nearby units over there, and the surprise effect of the backdoor warp-in is gone. A bunker and a missile turret will protect your main ramp perfectly well against DTs, and any protoss who's rushed for them will straight-up die to a hard push immediately following the warp-in.

Hope this helps - its the way that my friend totally prevents me using the cheap as all hell warp in like that on Delta Quadrant
Portentious and Pretentious
n0ise
Profile Joined April 2010
3452 Posts
Last Edited: 2011-02-18 21:55:07
February 18 2011 21:53 GMT
#16
It depends on what stage of the game you're talking about.

Here's the By-The-Book DT Thingy

Against basic DT rush you need to - assess the timing of the second gas (if it's early, i.e finishes before Core, it can be tech), scout the front and see the gas allocation (i.e, are there sentries, are there zealots), and pick up on any clue about what he's doing (i.e, do you see an observer it's Robo, or an early expo, or obviously a non-hallucinated Pheonix - in these cases, it's not DT).

With all those in consideration, if you find yourself at 6.30-7.00 in the game and you have no idea what he's doing yet have a feeling it could be DTs, there's the dealing with it - Missile Turrets are the best *if* your opener does NOT include tech to starport. Raven is better if you have a Starport.

I would also advice that in the situation that you DO expect DTs, hold on Scans until your detection is up.

GL in your further dealings against Protoss ^^
Bommes
Profile Joined June 2010
Germany1226 Posts
February 18 2011 21:56 GMT
#17
If you don't want to play aggressively just incorporate a missile turret in front of your natural into your normal BO. It was the most normal thing in the world in SC:BW, and it's even more important in SC2 because 1 Scan you have to waste for a DT pretty much already pays the E-Bay and the missile turret if you could have used that as a MULE. It also shuts down observer scouting to a certain degree in that area.

Most terrans just don't do it because they forget about it or don't care, but it was a common mistake in SC:BW (especially low level) and it still is a common mistake now to forget about detection.

And I'm not really a raven fan yet, they aren't bad, but I wouldn't recommend getting one in advance just because you are afraid of DTs. It's pretty common to do that, and I did it in the past, but exaggerated you will get an opening that relies on getting a siege tank, a ghost, a raven and a cloaked banshee and THEN you will expand. It's just not very logical to get the highest tech units in the game just to be safe from a potential opener that might never come at all.

And imo ravens are pretty bad, because no one really has figured out how to use them correctly. They might be very useful in the future, but atm I haven't really seen anyone use them properly besides the infamous polt push, which just exploits that PDD is insane at low unit counts.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-02-18 22:22:00
February 18 2011 22:20 GMT
#18
1-1-1 Just seems to be the safest way to prevent many toss builds, and still be able to sneak in an expo.

There are a few tell tale signs. No sentry, in my experience. Go 1-1-1, make a hellion first, and just run it into the base and all around it. There's about no way they'll kill it unless they have 2 stalkers and a zeal at the ramp. Check gasses. If you see few stalkers, and a twilight council expect it. Run hellions all over the map.

If he opens DTs and you early raven, PRESS PRESS PRESS after you kill the proxy pylon and the first volley. In my experience, protoss players expo behind the DTs and just gateway you down to death.

The only time I really rush for dts is on DQ, I usually put a pylon in the non-rocked natural and warp in over the gap there. The best solution is probably to either pressure early, scout for proxy pylons, and getting that really early raven. Thats the best advice I can give, I'm pretty bad with terran... :/

Good on you for pointing that out. Block BOTH ramps if you must, but definitly the one to the natural with rocks. 4 gates on DQ are downright ass raping dirty, let alone DTs.

Try to avoid using scans, as they just separate DTs and continue to harass. As many say, turrets. Just remember it's for VISION, not for anti air, so you can space them out accordingly.


I think a blue flame -> marine thor raven banshee push is a solid open on DQ most times for me. It's a bad map for bio, IMO. Well, depends on the spawn locations.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
seejay2
Profile Joined December 2010
United States86 Posts
February 18 2011 22:26 GMT
#19
On February 18 2011 11:22 iChau wrote:
Show nested quote +
On February 18 2011 11:19 Froadac wrote:
On February 18 2011 11:07 iChau wrote:
One missle turret in mineral line and one at the ramp. This is better than relying on scans (which means you can use mules) and that insurance is DEFINiTELY worth it because it shuts down DT's. His army will be small, so he'll most likely lose after you push him when you shut down his harassment.

However, remember to have 2-3 marines near each missle turret.
Getting a raven, imo, is not a good idea because you're investing just as much.

Depends on tech path. You actually do need a raven to push out...

If you are only on rax, probably not. If you already have a starport ravens are indeed useful with PDD>


Yes, kind of.

I guess it depends. He'll eventually be starved of gas because DT's cost so much gas so he HAS to expand. Saving up scans to rid of DT's so you can destroy as many pylons/economy as possible seems like a good idea to me, because slowly getting a raven can let him tech up to something else or just expand.

I think just simply forcing him to create sentries early (pressure) will allow you to delay the DT's by a pretty nice while.

Terran does not need to invest much into getting a raven. A quick swap from reactor to tech lab and pump 1 raven then switch back. Yes it sets to back on medivacs, but it is soooo much less then what the protoss had to invest to get the dt's. Now you don't need to constantly scan when you push. So imo raven's usefulness WITH PDD (which is so lame T_T) is so strong in an engagement with the most likely smaller protoss army (since he went dt's).
NeWeNiyaLord
Profile Blog Joined September 2010
Norway2474 Posts
February 18 2011 22:29 GMT
#20
As a 3300 masters i usually go 1-1-1 and if I suspect DT, I make a raven. If not Banshee
This is where we begin. Show your true self, Battosai.
VanGarde
Profile Joined July 2010
Sweden755 Posts
February 18 2011 22:45 GMT
#21
Seriously more terrans just need to weave an engineering bay into their build. I get how tempting the notion is to not "waste" resources on putting down an e-bay relatively early on in case they are not going dt's but the reality is that way too many times, pro gamers end up losing games because they get caught by surprise by dt's.

I also refused to get an unnecessary ebay for a long time but eventually I had to concede to the fact that most protoss openings are extremely subtle and hiding tech is very easy for protoss. You just need so much information to be certain that dt's are not coming relatively early on that it will end up costing you more resources to find out than the cost of the ebay and two turrets.

Just scanning their base once is more expensive due to delayed income from not dropping that MULE. And even then that scan is more likely than not to not actually show you their tech, scouting their army is also not at all conclusive because even if you see a lack of gas in their army mix they can be hiding units, or that gas could be in voidrays.

In the end, depending on map just get an ebay and one turret at the ramp just before the earliest dt timing, and then get a turret in your mineral line. And then try to figure out how to make additional use of that ebay instead to not make it a mineral sink, get early upgrades worked into your build or just use turrets to deny observers.
War does not determine who is right - only who is left.
n0ise
Profile Joined April 2010
3452 Posts
February 18 2011 22:59 GMT
#22
On February 19 2011 07:45 VanGarde wrote:
Seriously more terrans just need to weave an engineering bay into their build. I get how tempting the notion is to not "waste" resources on putting down an e-bay relatively early on in case they are not going dt's but the reality is that way too many times, pro gamers end up losing games because they get caught by surprise by dt's.


Tbh, TvP is such a difficult matchup at the moment that your build is either perfectly crisp in what it's trying to achieve, or you're already in a bad spot. I have NO idea how, until the time you have 2 bases saturated, you afford a random engineering bay and 1-2 missile turrets. The timings are so precise that 1-2 delayed Barracks/Bunkers/Tech in the early-mid game will completely wreck you.

Unless you get the EB standard in your build to serve a higher purpose (Upgrades, or how Mech players zone their base against Observers/Stargate Play/Drop Play), I would suggest against dropping a random EB and turrets without having at least a hint of what's coming.
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
February 19 2011 00:09 GMT
#23
I think the best way to deal with DTs, if you don't want to climb that tech tree, is to slap down a ghost academy and make a few ghosts. They'll be useful in general vs a variety of protoss units, and you can use the EMP to reveal observers and DTs when you're not in base-- the perfect compliment to a 1- or 2- base bio push.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 19 2011 19:11 GMT
#24
Scout ramp, as I said. I faced a protoss yesterday on DQ who went DT warp rush.

Block both ramps, and scout their ramp. No sentry = DT or proxy VR. Either or you want a starport. I'll post a replay if you want? I'm low master, 2850pts

If they DT, just continue 1-1-1 marine tank raven banshee and throw in some maras for shells and just push and win. Their unit count wont be able to handle yours if you handle the DTs well
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
ZeNd0kUn
Profile Joined October 2010
United States331 Posts
February 19 2011 22:32 GMT
#25
Yeah DTs are annoying ... especially when they try to incorporate warp prisms on maps with lots of air space. ( DQ ) Getting a starport becomes necessary. The whole point of DTs is to keep you in your base or at least make you hesitate to move out so daringly while they get eco up for the big guys. It's also annoying when they mix DTs up with the zealots so you have to save scans for battles at their end.
"Do not judge by appearances, but judge with right judgment." - Jesus
falcoiii
Profile Joined October 2010
Canada43 Posts
February 20 2011 02:37 GMT
#26
1 turret in your main mineral line and 1 or 2 turrets near the ramp and/or natural - map dependant. Keep some army close enough to attack the ramp.

Turrets are good for DTs, phoenix harrass, sniping observers / denying scouting, not horrible against void rays and can attack collosi.

Net investment of 200 - 300 minerals that will shut down 1 "scary" unit, help hide tech, kill expensive scouts (100 minerals trade for 25/75, absolutely!) and useful in general defense.

When my attention is elsewhere and I hear my turrets fire off a few volleys in TvP, it makes me smile that another observer has gone down.
I am not a robot
The.Doctor
Profile Joined February 2010
Canada333 Posts
February 20 2011 02:47 GMT
#27
I usually put 2 turrets up in my main and 3 at my natural after 1 rax fe. You want those turrets up at 7 minutes, just in case.
The Boss.
iChau
Profile Joined December 2010
United States1210 Posts
February 20 2011 02:51 GMT
#28
On February 19 2011 07:26 seejay2 wrote:
Show nested quote +
On February 18 2011 11:22 iChau wrote:
On February 18 2011 11:19 Froadac wrote:
On February 18 2011 11:07 iChau wrote:
One missle turret in mineral line and one at the ramp. This is better than relying on scans (which means you can use mules) and that insurance is DEFINiTELY worth it because it shuts down DT's. His army will be small, so he'll most likely lose after you push him when you shut down his harassment.

However, remember to have 2-3 marines near each missle turret.
Getting a raven, imo, is not a good idea because you're investing just as much.

Depends on tech path. You actually do need a raven to push out...

If you are only on rax, probably not. If you already have a starport ravens are indeed useful with PDD>


Yes, kind of.

I guess it depends. He'll eventually be starved of gas because DT's cost so much gas so he HAS to expand. Saving up scans to rid of DT's so you can destroy as many pylons/economy as possible seems like a good idea to me, because slowly getting a raven can let him tech up to something else or just expand.

I think just simply forcing him to create sentries early (pressure) will allow you to delay the DT's by a pretty nice while.

Terran does not need to invest much into getting a raven. A quick swap from reactor to tech lab and pump 1 raven then switch back. Yes it sets to back on medivacs, but it is soooo much less then what the protoss had to invest to get the dt's. Now you don't need to constantly scan when you push. So imo raven's usefulness WITH PDD (which is so lame T_T) is so strong in an engagement with the most likely smaller protoss army (since he went dt's).


k thanks for correcting me xD.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Icemind
Profile Joined May 2010
Germany570 Posts
February 20 2011 03:14 GMT
#29
Since i pretty much always apply some kind of early pressure against protoss i can usually see their unit composition at their ramp (or if they went for an early expand).
If i dont see an expo, or a bunch of sentrys/stalker at their ramp i know there is some kind of tech going on and build an engineering bay. He really can be going only for either one of three things which is dt, stargate or robo with the latter usually having more gateway units arround than the former two (sometimes there might be early charge or blink as well but i usually dont worry too much about those). And if i expect either of those putting down the engi bay feels like the right thing to do since turrets help with both. (even help against 1 base collossus since they usually cant afford the range upgrade if they already sacrificed so much to get the colos out)
I usually plant one turret at my ramp and one in my mineral line.
If i feel too clueles after 7 min i sometimes use a scan or a building-scout.

If i find it really is DTs i'll keep some units at my base; if i think i can hold it i just might put down a turret at their choke/natural as well and keep the majority of my forces there to keep him from getting an expansion/map control. Iam also going to keep one scan saved up on every OC at all times.
After that i'll get a raven sometime soon but i wont rush for it/screw up up game plan in order to get it.

Generally i find DT openings the most comforable for myself, since it costs a ton therefore completely negating major sentry usage and also doesnt get out too soon thanks to the shrines long build time
terranghost
Profile Joined May 2010
United States980 Posts
February 20 2011 03:18 GMT
#30
On February 18 2011 11:07 iChau wrote:
One missle turret in mineral line and one at the ramp. This is better than relying on scans (which means you can use mules) and that insurance is DEFINiTELY worth it because it shuts down DT's. His army will be small, so he'll most likely lose after you push him when you shut down his harassment.

However, remember to have 2-3 marines near each missle turret.
Getting a raven, imo, is not a good idea because you're investing just as much.



Seems to me even if you shut down his harrasment unless you have a raven or alot minerals to spend on turrets along the way that you can't really push out dispite the size of his army all he has to do is warp in more dt's and have them engage you 1 at a time to bait the scans out and if he had any decent harass in your base he should at least have some idea at how many scans you can potentially afford.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
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