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ZvP scouting (advanced discussion)

Forum Index > StarCraft 2 Strategy
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arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-03-03 08:11:55
February 28 2011 12:17 GMT
#1
I'd like to share some timings I've learnt that have helped me identify cheeses. I'd also like others to share their scouting tips in this matchup.

12gate finish time: 2:42-2:47 (2:47 max if they're sloppy)
13gate finish time: 2:53
14gate finish time: 3:00.

If you have a "late" drone scout you can deduce these timings by subtracting 0:50 from the cyber finish.

If the gate finishes significantly earlier than 2:42 you know he probably went 10 pylon 10 gate.

If Protoss is doing a 4 gate, commonly you will see 12 gate with 3 chronos. The warpgate research finishes at 5:25-5:35 on this brand of 4 gate (usually this is the 1 gas one).

If you're drone scouting, you want to leave his base at zealot + 0:40 (no chrono on gate) or + 0:30 (chrono on gate) [this includes a 2s safety window] by mineral walking so you don't die to the stalker or sentry. [this assumes he makes this ranged unit straight after the zealot. You can keep your eye on the gate to see this. This also assumes that the zealot spawns after the cyber finishes].
This is the reason that I don't block his cyber with just a drone going in circles. If I block his cyber, my drone will always die. However, of course I will block his cyber if I plan to then go to gas steal. Although, I think if you're getting there when his cyber isn't down, you're doing it too early. The only thing you gain from this is identifying 2 gate or proxy gate or forge by scouting this early (if you do drone scout) [you do have to identify forge this early if you're FE, I guess]. Gate timing, chronos, gas timing information all can be deduced from clicking on the geyser, subtracting 0:50 from cyber, etc. Remember that on a map like meta, if his probe gets to your base at 1:23, he's in close positions and he did a 9 scout.

You also want to see his gas timings. If he has an unusually late gate (after 3:00), he may or may not have gone gas first. There are some builds that delay the gate until the probe identifies whether you're hatch first, so it's not a sure thing. You can identify gas first by clicking on his first geyser at 4:00. If it has significantly less than 2355 at this time, he went gas first. (2355 is the amount 13 gate 15 gas has at 4:00). It mines at 116/min so you can use your common sense here if you scout it late. There are some protoss that really like gas first builds, such as minigun, yet most never use them. It still helps to be able to identify it. Off gas first builds, if he saves all his chronos and goes 3 gate blink stalker, the research is finished at 6:50 (4 stalkers are warped in just before this time). I've actually seen gate first squeeze research out at this same time, somehow. Perhaps he got an earlier 2nd gas in this replay. At this time, if you're on a short map and am going roaches in defense, you will want to use a creep tumour at your natural for obvious reasons (nestea said this). If he's going phoenixes, 4 of them are finished (saved chronos used purely on phoenixes) at 7:15. If he uses some chronos on nexus it can be 7:30+.

Of course with all this I'm assuming OL scouting is denied. Sometimes this occurs, these timings are therefore important to know.

Almost all 3 gate 2 gas expansions put the nexus down between 5:58-6:15. If it comes down at this time but he doesn't show enough sentries (he will very soon have 4-5 sentries on/after this time in a normal 3 gate build), he's hiding gas somewhere. This assumes you've scouted the standard 15/18 gas, and not the 15/21-22 gas 3 gate expansion or the 1 gas 3 gate expansion. Either he has sentries in his main, has bad macro, or is investing in DTs or stargate or something. DTs can't come before 7:15 in this build, so you can either get an overseer at this time or put down an evo at 6:05 (evo and spore take 65s to build) for a spore in each base. 1 spore in natural is risky, if he sneaks past your units you lose the game. Plus, you usually aren't sure if he's DTs or stargate, so the spore in both bases is fine if you choose this route. I've seen 5 pros face this information in the countless replays I've watched. Two unnamed pros got extra queens but didn't get detection, so they would've died to it. Idra, July and Nestea all reacted to this information properly (Idra stream, July/Nestea GSL), and at an optimal time. 1 base DTs come earlier for obvious reasons, but you should be able to sus this out because you've recorded the timings of both his gases and the second unit he makes. I'm talking specifically about the hidden DT build where 2 sentries are made after the zealot and an expansion is placed to mask the build.

As for distinguishing stargate or blink stalker from DTs, the difference lies in the chrono usage early game. Gas first with saved chronos, you should be more weary of blink stalker and stargate and not of DTs.

If you're hatch first, the earliest realistic time you can get 3 pylon walled in (your ramp) is ~2:30, but this requires total probe cutting (stop probes at 14). If they keep making probes, they can wall you off at 2:50 the earliest. Forge included. Many natural setups can wall not only your ramp but block the probe behind the minerals which guarantees the hatch death. Therefore if you're doing FE, it becomes crucial to see if he's forge before 2:50.

I may do one of these for ZvT.. but there's much less tells for terran...
12 rax finishes 2:40, 13 gas finishes 2:35... if rax is later but already gs he went gas first... if rax finishes 2:53 and has gas, he's doing the 11 gas 12 rax quick factory, probably for reactor hellions - bulidings switchover at about 4:20 (4:34 precisely if he's 12 gas 13 rax reactor hellions).. gas first banshee earliest at 6:00... 12 rax 13 gas 1 star banshee earliest at 6:33 (out of port) with cloak at 7:25. first marine out at 3:05 off 12 rax...Every 0:25 add one marine.. This is one way to identify 2 rax off bottom ramp wall in if he shows his marines for whatever reason. Drone scout at 14 supply on meta (and i'm guessing shattered temple) otherwise ur drone dies in cross position..
I don't have much more for terran tbh.

Now, some of you may think memorizing this is too difficult, or its application is too difficult. Memorizing, maybe. But once you know them, the application is instantaneous and automatic - it requires no effort.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2011-02-28 13:45:53
February 28 2011 13:42 GMT
#2
Very interesting, good to see people diving in so deep to learn to play the game properly, this will definitely help a lot in the long run. I'd probably include a pylon count in your scouting for proxies and a worker count for Terran (with CB Toss worker count says less unfortunately ).

Props to you sir.

Edit: unit scouting can be very useful as well btw, Protoss that want to be safe and expand will mostly build a sentry after their cyber finishes. Protoss that want to be agressive or hide stuff are likely to build a stalker.
I think esports is pretty nice.
Frosticles
Profile Joined May 2010
United States50 Posts
March 01 2011 02:48 GMT
#3
nice :D
huller20
Profile Joined August 2010
United States112 Posts
March 01 2011 03:07 GMT
#4
Thank you for this. I am a mid-high diamond having trouble with the various protoss openings. This helps greatly. Last night I got roflstomped by Phoenix'ssss then 4 gate push. Was supply blocked for ages.
Kryptonite
Profile Joined June 2010
United States155 Posts
Last Edited: 2011-03-01 06:55:04
March 01 2011 06:54 GMT
#5
Much respect for this way of looking at the game. I'm definitely going to take the time to memorize. I always wanted to find out these timings but never took the time to actually do it. Just curious, whats your league/rating?
http://www.sc2ranks.com/us/299590/fLcKrypt
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
March 01 2011 09:42 GMT
#6
bookmarked this thread, lot of useful information. I apologize that I don't have anything constructive to add, but thanks all the same.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
DiaboliC.EU
Profile Joined March 2011
1 Post
March 01 2011 11:10 GMT
#7
bookmarked too :> rly interesting
nexty
Profile Joined January 2011
France8 Posts
March 01 2011 13:53 GMT
#8
Really nice from your part to share your knowledge ! Thanks a lot !
Bearrorist
Profile Joined November 2010
United States26 Posts
March 01 2011 14:31 GMT
#9
Bookmarked this.. Gonna take it into game with some practice partners and start to try to apply them.

Thanks for all your time in deducing/typing this up for your fellow Zerg players!
Zrana
Profile Blog Joined August 2010
United Kingdom698 Posts
March 01 2011 17:21 GMT
#10
This is great stuff, exactly the sort of thing i've been looking for lately
dementrio
Profile Joined November 2010
678 Posts
Last Edited: 2011-03-02 17:12:03
March 02 2011 17:09 GMT
#11
im bumping this because I am desperately in need of something like this against terran. I have absolutely no idea what to do when i scout 13 refinery, then drone dies and all I can see at his ramp is the naked barracks and some marines.

It could be 1 or 2 port banshee, marine/tank push off 1 base, blue flame hellion, thor rush and probably a few other things that I can't think of now. Every half decent terran will deny an overlord scout, and I can't find a build that is safe against all of the above. what am I supposed to do?
jackdaleaper
Profile Joined September 2010
Philippines1216 Posts
March 02 2011 17:31 GMT
#12
On March 03 2011 02:09 dementrio wrote:
im bumping this because I am desperately in need of something like this against terran. I have absolutely no idea what to do when i scout 13 refinery, then drone dies and all I can see at his ramp is the naked barracks and some marines.

It could be 1 or 2 port banshee, marine/tank push off 1 base, blue flame hellion, thor rush and probably a few other things that I can't think of now. Every half decent terran will deny an overlord scout, and I can't find a build that is safe against all of the above. what am I supposed to do?


Pretty sure that there isn't any build that can be safe against all of those (if there was we'd have all Terrans complaining to Blizzard faster than you can say IMBA). Scouting is still the answer I guess. Keep an eye if he's sticking to one base, don't overdrone, poke with your lings, tech early to lair maybe to get an early overseer? There's probably a lot of things you can still do to get at least SOME information (your opponents unit comp at the very least). Im sure if you tried searching the forums you'll find some threads discussing scouting for ZvT.
1Lamb1Rice
Profile Joined August 2010
United States435 Posts
March 02 2011 17:40 GMT
#13
On March 03 2011 02:09 dementrio wrote:
im bumping this because I am desperately in need of something like this against terran. I have absolutely no idea what to do when i scout 13 refinery, then drone dies and all I can see at his ramp is the naked barracks and some marines.

It could be 1 or 2 port banshee, marine/tank push off 1 base, blue flame hellion, thor rush and probably a few other things that I can't think of now. Every half decent terran will deny an overlord scout, and I can't find a build that is safe against all of the above. what am I supposed to do?


Do a repeated gas steal to eliminate all the gas heavy builds. Blue flame is still a possibility off one gas if the expo is delayed. But you won't get 2 port bansheed or thor dropped. Thor rush is probably unlikely too (and weak). After gas stealing repeatedly, check constantly for expansions, and poke constantly to see army compositions. Dive an OL if you're desperate.
twitch.tv/lambnrice @LambNRice
dementrio
Profile Joined November 2010
678 Posts
March 02 2011 17:44 GMT
#14
well, against protoss you can actually see if they are expanding, it's pretty easy to see if they are teching or 4gating off 1 base, and a couple spores make you safe against all their tech options, but I don't think they're crying imba.

and no, the only thing i can see is the addon on the barracks if there is one, terran has no need to keep all his army at his ramp for me to see.
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
Last Edited: 2011-03-02 17:49:22
March 02 2011 17:48 GMT
#15
Wow, this is pretty detailed info, some of which I had worked out and some of which I had not. I think it would be better if the key scouting points weren't lost in a wall of text though. For example (even if this isn't accurate)

2nd gas, stalker first, no chrono saved, no pushout by 6:30 -> DTs
2nd gas, stalker first, chrono saved, no pushout by 6:30 -> Blink Stalkers

LATER, we can talk about proper reactions.

Edit:
Also worth noting is the latest you can drone scout to see any of this (you can drone scout up until the second gateway unit is going to come out as you can mineral walk through the zealot and survive.
I always try to shield slam face, just to make sure it doesnt work
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
March 02 2011 17:53 GMT
#16
I should also point out that all your gate timings will vary depending on whether or not they pylon scout or scout later.
I always try to shield slam face, just to make sure it doesnt work
Emperor_Earth
Profile Blog Joined April 2009
United States824 Posts
March 02 2011 18:02 GMT
#17
On February 28 2011 21:17 arbitrageur wrote:
+ Show Spoiler +
I'd like to share some timings I've learnt that have helped me identify cheeses. I'm a high masters player. I'd also like others to share their scouting tips in this matchup.

12gate finish time: 2:42-2:47 (2:47 max if they're sloppy)
13gate finish time: 2:53
14gate finish time: 3:00.

If you have a "late" drone scout you can deduce these timings by subtracting 0:50 from the cyber finish.

If the gate finishes significantly earlier than 2:42 you know he probably went 10 pylon 10 gate.

If Protoss is doing a 4 gate, commonly you will see 12 gate with 3 chronos. The warpgate research finishes at 5:25-5:35 on this brand of 4 gate (usually this is the 1 gas one).

If you're drone scouting, you want to leave his base at zealot + 0:40 (no chrono on gate) or + 0:30 (chrono on gate) [this includes a 2s safety window] by mineral walking so you don't die to the stalker or sentry. [this assumes he makes this ranged unit straight after the zealot. You can keep your eye on the gate to see this. This also assumes that the zealot spawns after the cyber finishes].
This is the reason that I don't block his cyber with just a drone going in circles. If I block his cyber, my drone will always die. However, of course I will block his cyber if I plan to then go to gas steal. Although, I think if you're getting there when his cyber isn't down, you're doing it too early. The only thing you gain from this is identifying 2 gate or proxy gate or forge by scouting this early (if you do drone scout) [you do have to identify forge this early if you're FE, I guess]. Gate timing, chronos, gas timing information all can be deduced from clicking on the geyser, subtracting 0:50 from cyber, etc. Remember that on a map like meta, if his probe gets to your base at 1:23, he's in close positions and he did a 9 scout.

You also want to see his gas timings. If he has an unusually late gate (after 3:00), he may or may not have gone gas first. There are some builds that delay the gate until the probe identifies whether you're hatch first, so it's not a sure thing. You can identify gas first by clicking on his first geyser at 4:00. If it has significantly less than 2355 at this time, he went gas first. (2355 is the amount 13 gate 15 gas has at 4:00). It mines at 116/min so you can use your common sense here if you scout it late. There are some protoss that really like gas first builds, such as minigun, yet most never use them. It still helps to be able to identify it. Off gas first builds, if he saves all his chronos and goes 3 gate blink stalker, the research is finished at 6:50 (4 stalkers are warped in just before this time). I've actually seen gate first squeeze research out at this same time, somehow. Perhaps he got an earlier 2nd gas in this replay. At this time, if you're on a short map and am going roaches in defense, you will want to use a creep tumour at your natural for obvious reasons (nestea said this). If he's going phoenixes, 4 of them are finished (saved chronos used purely on phoenixes) at 7:15. If he uses some chronos on nexus it can be 7:30+.

Of course with all this I'm assuming OL scouting is denied. Sometimes this occurs, these timings are therefore important to know.

Almost all 3 gate 2 gas expansions put the nexus down between 5:58-6:15. If it comes down at this time but he doesn't show enough sentries (he will very soon have 4-5 sentries on/after this time in a normal 3 gate build), he's hiding gas somewhere. This assumes you've scouted the standard 15/18 gas, and not the 15/21-22 gas 3 gate expansion or the 1 gas 3 gate expansion. Either he has sentries in his main, has bad macro, or is investing in DTs or stargate or something. DTs can't come before 7:15 in this build, so you can either get an overseer at this time or put down an evo at 6:05 (evo and spore take 65s to build) for a spore in each base. 1 spore in natural is risky, if he sneaks past your units you lose the game. Plus, you usually aren't sure if he's DTs or stargate, so the spore in both bases is fine if you choose this route. I've seen 5 pros face this information in the countless replays I've watched. Two unnamed pros got extra queens but didn't get detection, so they would've died to it. Idra, July and Nestea all reacted to this information properly (Idra stream, July/Nestea GSL), and at an optimal time. 1 base DTs come earlier for obvious reasons, but you should be able to sus this out because you've recorded the timings of both his gases and the second unit he makes. I'm talking specifically about the hidden DT build where 2 sentries are made after the zealot and an expansion is placed to mask the build.

As for distinguishing stargate or blink stalker from DTs, the difference lies in the chrono usage early game. Gas first with saved chronos, you should be more weary of blink stalker and stargate and not of DTs.

If you're hatch first, the earliest realistic time you can get 3 pylon walled in (your ramp) is ~2:30, but this requires total probe cutting (stop probes at 14). If they keep making probes, they can wall you off at 2:50 the earliest. Forge included. Many natural setups can wall not only your ramp but block the probe behind the minerals which guarantees the hatch death. Therefore if you're doing FE, it becomes crucial to see if he's forge before 2:50.

I may do one of these for ZvT.. but there's much less tells for terran...
12 rax finishes 2:40, 13 gas finishes 2:35... if rax is later but already gs he went gas first... if rax finishes 2:53 and has gas, he's doing the 11 gas 12 rax quick factory, probably for reactor hellions - bulidings switchover at 4:34 in this build.. gas first banshee earliest at 6:00... 12 rax 13 gas 1 star banshee earliest at 6:33 (out of port) with cloak at 7:25. first marine out at 3:05 off 12 rax...Every 0:25 add one marine.. This is one way to identify 2 rax off bottom ramp wall in if he shows his marines for whatever reason. Drone scout at 14 supply on meta (and i'm guessing shattered temple) otherwise ur drone dies in cross position..
I don't have much more for terran tbh.

Now, some of you may think memorizing this is too difficult, or its application is too difficult. Memorizing, maybe. But once you know them, the application is instantaneous and automatic - it requires no effort.



You have fantastic information in a terrible format.

The data you've mined is really the key to playing a very sound game technically speaking. By noting these key timings, you allow yourself the ability to read other very technically sound players, which is huge.
@Emperor_Earth ------- "Amat Victoria Curam."
hox
Profile Joined February 2010
United States59 Posts
March 02 2011 19:44 GMT
#18
Great stuff, though I agree it's sort of confusingly organized =)

Analysis is solid, though - and I'd love to see a Terran version as well.
The spice must flow.
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