• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:52
CET 12:52
KST 20:52
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
SC2 All-Star Invitational: Jan 17-1811Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises1Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Starcraft 2 Zerg Coach ComeBackTV's documentary on Byun's Career !
Tourneys
OSC Season 13 World Championship $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ What are former legends up to these days? BW General Discussion How soO Began His ProGaming Dreams Klaucher discontinued / in-game color settings
Tourneys
[Megathread] Daily Proleagues [BSL21] LB SemiFinals - Saturday 21:00 CET [BSL21] WB & LB Finals - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Mechabellum Beyond All Reason Path of Exile
Dota 2
organización de música organización de música Official 'what is Dota anymore' discussion
League of Legends
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread 12 Days of Starcraft Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Saturation point
Uldridge
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1765 users

[D] 1000 tips - Page 58

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 56 57 58 59 60 63 Next
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-07-18 16:10:01
July 18 2012 16:09 GMT
#1141
--- Nuked ---
hersenen
Profile Joined November 2011
Belize176 Posts
Last Edited: 2012-07-18 19:20:02
July 18 2012 19:16 GMT
#1142
On July 19 2012 01:09 monkybone wrote:
Show nested quote +
On July 19 2012 00:00 hersenen wrote:
On July 18 2012 19:18 monkybone wrote:
On July 18 2012 11:25 hersenen wrote:
TvZ, build marauders out of your barracks that has a techlab upgrading stim/cs. The reason for this is 1 marauder is roughly equal to 2ish marines, so it's better to build a marauder to fully utilize the techlab and add more diversity to your composition. Building a marine out of a barracks with a techlab is like building a medivac out of a starport with a techlab.


A marauder has lower DPS than marines vs non-armored units.


Yes but it also has more HP and durability.


But for a variety of situations it's not worth to spend 50 minerals and 25 gas extra for something which does less dps than a marine and also does not shoot air, and so it isn't correct to categorically state that a marauder is "roughly" 2 marines. The bottom line is that you don't get marauders unless you need them, and 1 marauder is not roughly 2 marines.


This is heuristics obviously I cant describe every scenario and you saying "don't get marauders unless you need them" isn't helpful at all. Also I encourage you to try a battle of 2 marines vs 1 marauder in a custom map. (the marauder actually beats two marines with 5HP left, this is a-move vs a-move no micro)
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-07-18 22:30:30
July 18 2012 22:28 GMT
#1143
--- Nuked ---
hersenen
Profile Joined November 2011
Belize176 Posts
Last Edited: 2012-07-19 01:17:06
July 19 2012 01:07 GMT
#1144
On July 19 2012 07:28 monkybone wrote:
You have to understand that when you have marines and marauders in a fight, you can't assume the marauders to be focused down first. Suppose in a TvT you both have 3 rax, 2 with reactors and one with tech lab. One of you are making marines and marauders out of tech lab, and the other is making pure marines. What's going to happen is that the marauder guy will spend more money on lower dps army, and if the marauders are in the back (which they probably will be), you will handily lose that fight if the numbers are big enough, or at the very least trade cost inefficiently. So, for a standard dps/ cost and even supply, saying that a marauder is roughly 2 marines is dead wrong. In many situations 1 marine outperforms the marauder, and in others (where you really need them), the marauders are better, but not for their dps.

The bottom line is that 1 marauder = 2 marines is more wrong than it is right. And the "don't get marauders unless you need them" wasn't a general argument, it's for the specific circumstance where you have the choice of producing marauders or marines out of your barracks.


Oh ok maybe you can explain to me why players like MKP, Polt, and MMA constantly produce marauders out of their techlab rax instead of marines in TvZ.

Your argument of "marauders won't get focused first" is ridiculous. Nobody target fires each individual marine before they focus down the marauders, that's just silly and physically impossible. Marauders get stuck behind marines? lol what they have 1 more range than marines and move roughly at the same speed I don't know what you're talking about. 1 marine never outperforms 1 marauder in any fight unless it's verse an air unit. By your flawed logic you could say 1 stimmed marine outperforms a siege tank because it has more DPS right? Just plain silly, not everthing is about DPS. Keep in mind the context we're using here is TvZ not TvT.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-07-19 14:19:43
July 19 2012 14:02 GMT
#1145
--- Nuked ---
hersenen
Profile Joined November 2011
Belize176 Posts
July 19 2012 15:04 GMT
#1146
On July 19 2012 23:02 monkybone wrote:
<_<

Because they tank baneling hits. Not because they are roughly 2 marines.

And I didn't say anyone focused down marines. I'm saying that you can't assume the marauders will tank all the damage before the marines do. And yes, the extra range implies that the marauders will usually stand behind the marines in a battle. Which makes it even less likely that you will benefit from their HP.

You seem to simply forget that the marauder is more than twice as costly as a marine in your ramblings.


100 minerals is more than twice as costly as 50 minerals? Is it because you're factoring in the 25 gas? You do realize minerals are far more important than gas to terrans in TvZ right? Well I'm done "arguing" with you anyways and am beginning to think you're just a troll (lol arguing over the word optimal two pages back).

Bottom line: you get it because it makes use of the tech lab, adds diversity to your composition, and kills more than one marine would if you were producing a marine from that tech lab barracks instead. Also helps deal with roach busts far better.
Millet
Profile Joined April 2012
Sweden143 Posts
July 19 2012 23:54 GMT
#1147
609. If you are tired of accidentally hitting the windows key during a micro intensive and game deciding battle, theres an option in Options -> gameplay -> (check) Disable windows key, to disable it.
610. Scouting a pool and unsure of when they built it? Look at the health bar of the spawning pool, it's basically a 60 second timer. If it's at 50% you know they built it 30 seconds ago. This translates back to the time when the pool was built.
611. Some approximate pool timings and an easy to memorize "rule":
Pool ; Time
6 pool; 0.40
7 Pool; 0.50
9 pool; 1.10
10 pool; 1.20
14 pool; 2.00
The "rule" is thus: 0.04 + 0.10*X , where X is the number of drones subsequently built after spawning. In leymans terms it would be: add 10 seconds for each additional drone built.
BrickSquadTV
Profile Joined September 2011
9 Posts
July 20 2012 00:13 GMT
#1148
170 is wrong. That got patched.
nick00bot
Profile Joined November 2010
326 Posts
Last Edited: 2012-07-20 07:08:01
July 20 2012 07:07 GMT
#1149
612. when getting spine crawler rushed in zvz, right click your opponent's spine repeatedly so that when they cancel your drones will immediately surround and kill the drone




and to the marauder debate: as zerg i definitely target marines ( as in right click on a clump of marines) with banelings specifically because marauders will just tank bane shots and be way too cost effective

On July 20 2012 00:04 hersenen wrote:
Show nested quote +
On July 19 2012 23:02 monkybone wrote:
<_<

Because they tank baneling hits. Not because they are roughly 2 marines.

And I didn't say anyone focused down marines. I'm saying that you can't assume the marauders will tank all the damage before the marines do. And yes, the extra range implies that the marauders will usually stand behind the marines in a battle. Which makes it even less likely that you will benefit from their HP.

You seem to simply forget that the marauder is more than twice as costly as a marine in your ramblings.


100 minerals is more than twice as costly as 50 minerals? Is it because you're factoring in the 25 gas? You do realize minerals are far more important than gas to terrans in TvZ right? Well I'm done "arguing" with you anyways and am beginning to think you're just a troll (lol arguing over the word optimal two pages back).

Bottom line: you get it because it makes use of the tech lab, adds diversity to your composition, and kills more than one marine would if you were producing a marine from that tech lab barracks instead. Also helps deal with roach busts far better.



you can't just ignore the fact that they cost 25 gas, as if terrans never teched or got upgrades that would be sped up if the gas isn't spent on marauders. i do agree that terrans should make 1 marauder blindly just in case of roach all ins but otherwise you get them for tanking banes, sniiping infestors, sniping buildings, or figthing against ultras. also i I'm pretty sure that due to marine's higher dps and lower build time your bolded part is wrong, especially because when you factor in that stim does more for marines than for marauders
SoO~Speed~Serral~$o$~Dark~Myungsik~TY~Byun~Classic
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-07-20 14:00:30
July 20 2012 13:56 GMT
#1150
--- Nuked ---
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
July 20 2012 14:08 GMT
#1151
I just found this out a few days ago. You can hold control and press your idle worker hotkey to select all your idle workers at once. I used to spam the hotkey.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2584 Posts
July 20 2012 14:09 GMT
#1152
On July 20 2012 08:54 Millet wrote:
611. Some approximate pool timings and an easy to memorize "rule":
Pool ; Time
6 pool; 0.40
7 Pool; 0.50
9 pool; 1.10
10 pool; 1.20
14 pool; 2.00

That's not quite accurate. If you see a pool start at exactly 2:00, it's a 15 pool.
The frumious Bandersnatch
Firesilver
Profile Joined December 2010
United Kingdom1190 Posts
Last Edited: 2012-07-20 15:07:20
July 20 2012 15:04 GMT
#1153
On July 20 2012 09:13 LegionAir wrote:
170 is wrong. That got patched.


Yeah was just about to post this also.

Also

"171. (P) DTs that are warping are cloaked."

I believe this is incorrect.
Caster at IMBA.tv -- www.twitter.com/IMBAFiresilver -- www.youtube.com/FiresilverTV
AmericanUmlaut
Profile Blog Joined November 2010
Germany2584 Posts
July 20 2012 15:35 GMT
#1154
On July 21 2012 00:04 Firesilver wrote:
Show nested quote +
On July 20 2012 09:13 LegionAir wrote:
170 is wrong. That got patched.


Yeah was just about to post this also.

Also

"171. (P) DTs that are warping are cloaked."

I believe this is incorrect.

Why do you think that? I'm almost 100% sure that they're cloaked during warp-in.
The frumious Bandersnatch
hersenen
Profile Joined November 2011
Belize176 Posts
Last Edited: 2012-07-20 18:19:44
July 20 2012 18:18 GMT
#1155
On July 20 2012 16:07 nick00bot wrote:
you can't just ignore the fact that they cost 25 gas, as if terrans never teched or got upgrades that would be sped up if the gas isn't spent on marauders. i do agree that terrans should make 1 marauder blindly just in case of roach all ins but otherwise you get them for tanking banes, sniiping infestors, sniping buildings, or figthing against ultras. also i I'm pretty sure that due to marine's higher dps and lower build time your bolded part is wrong, especially because when you factor in that stim does more for marines than for marauders



A marauder costs 5 more ingame seconds to build than a marine, hardly significant. The DPS of a marine is 8.2, the ground dps of a marauder is 7.4 which is not a significant amount less, and made up by the fact marauders do way more to armored and have nearly x3 the amount of HP of a marine and they start with 1 armor. So yes a marauder is roughly equal to 2 marines (actually more like 2.5x) in the amount of stuff they will kill and how long they'll last.

As far as I'm concerned this isn't even worth talking about anymore considering all top korean terrans do it vs zerg and you cant provide an example where they don't or why they wouldn't. If you have a barracks with a techlab you might as well utilize it to the full extent. The 25 gas investiment doesn't cut into your tech in a noticeable amount at all, 4 geysers can comfortably support everything you need and 6 is overkill.
nick00bot
Profile Joined November 2010
326 Posts
July 20 2012 21:16 GMT
#1156
On July 21 2012 03:18 hersenen wrote:
Show nested quote +
On July 20 2012 16:07 nick00bot wrote:
you can't just ignore the fact that they cost 25 gas, as if terrans never teched or got upgrades that would be sped up if the gas isn't spent on marauders. i do agree that terrans should make 1 marauder blindly just in case of roach all ins but otherwise you get them for tanking banes, sniiping infestors, sniping buildings, or figthing against ultras. also i I'm pretty sure that due to marine's higher dps and lower build time your bolded part is wrong, especially because when you factor in that stim does more for marines than for marauders



A marauder costs 5 more ingame seconds to build than a marine, hardly significant. The DPS of a marine is 8.2, the ground dps of a marauder is 7.4 which is not a significant amount less, and made up by the fact marauders do way more to armored and have nearly x3 the amount of HP of a marine and they start with 1 armor. So yes a marauder is roughly equal to 2 marines (actually more like 2.5x) in the amount of stuff they will kill and how long they'll last.

As far as I'm concerned this isn't even worth talking about anymore considering all top korean terrans do it vs zerg and you cant provide an example where they don't or why they wouldn't. If you have a barracks with a techlab you might as well utilize it to the full extent. The 25 gas investiment doesn't cut into your tech in a noticeable amount at all, 4 geysers can comfortably support everything you need and 6 is overkill.


okay man, you're making it hard to explain because you think you know everything. what you have to understand is that you can't treat any variable in starcraft as independant, a 25 gas investment can be many things besides marauders that aren't quite as obvious. for example, say you want to hit a timing with +1, stim, and a bunch of bio. its stupid to say that "4 geysers is enough in general so gas doesn't matter" because instead of getting 4 geysers, you could just get 2 and very carefully manage what little gas you have to get your +1 and stim, which would get delayed if it was spent on marauders. like instead of having 3 geysers with 9 svcs on them you can have 2 geysers with 6 scvs on them ( or 2 with 4 even) and you can invest the extra 75 minerals + 3svcs worth on mining time on another rax to make more marines. basicially what I'm saying is that the actual resource cost does not include the opportunity cost of investing. That being said, yes I agree that marauders are good vs zerg (as I already said) and you are right in that people should invest in them, but your reasoning behind that is flawed and you are misguiding people into using a situational unit all the time based on your blanket statements.

@ monkeybone: you aren't helping with your obsession over being right with the optimized thing. the point they made was that PER PROBE, you get a higher gas mining rate with 2 on each gas. I dont think this is misleading or anything, and plenty of people open up with 2 gas 4 probes (naniwa & sase come to mind). this is also a very useful tip to know for when you have already built all your gases and take severe economic damage, putting only 2 probes on each gas is a great way to temporarily boost your mineral income while getting more workers. either way its uselesss to argue about the semantics of what the said, but i think everyone else got the impression that this is what the tip meant and i can vouch that it is certainly helpfuk
SoO~Speed~Serral~$o$~Dark~Myungsik~TY~Byun~Classic
nayc
Profile Joined August 2010
Germany42 Posts
July 20 2012 21:20 GMT
#1157
Google Doc Spreadsheet (~575 first entries) by UrinalPoop


who reads after this happens
There is no "i" in "fuck you!"
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-07-20 22:09:33
July 20 2012 21:58 GMT
#1158
--- Nuked ---
boomudead1
Profile Blog Joined June 2012
United States186 Posts
July 21 2012 01:40 GMT
#1159
yo u can manually adjust your graphic setting in document/starcraft2/variables.txt. simply lower stuffs like waterendering value to 64bit or 32 (1024 default) can boost performance by a bunch on lower end pc. you dont really look at water during games do u? also smoke density.. and more. see link http://segmentnext.com/2010/08/07/starcraft-2-graphics-performance-tweak-guide/
rd
Profile Blog Joined July 2010
United States2586 Posts
July 21 2012 02:15 GMT
#1160
Ctrl+F'ed 'shift' and didn't find anything related, so...

613. Faster way to move workers into geysers while transferring to a new base: With all of the probes being transferred selected, send them to a geyser, shift click 3 probes out of the group, repeat for second geyser, then send them all to mine.
Prev 1 56 57 58 59 60 63 Next
Please log in or register to reply.
Live Events Refresh
Next event in 9m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 115
SC2Nice 41
StarCraft: Brood War
Britney 51416
Jaedong 727
Rush 348
firebathero 335
Mong 197
Light 154
ggaemo 137
Snow 126
Barracks 123
ZerO 116
[ Show more ]
Hyun 113
Pusan 99
PianO 74
sorry 53
Mini 47
ToSsGirL 40
soO 33
Sea.KH 25
Sacsri 24
Movie 21
Noble 16
ajuk12(nOOB) 14
GoRush 12
Bale 9
Shine 5
Icarus 4
Dota 2
XcaliburYe215
NeuroSwarm191
League of Legends
C9.Mang0485
JimRising 392
rGuardiaN108
Counter-Strike
olofmeister2638
zeus825
shoxiejesuss703
x6flipin578
allub183
edward89
Other Games
B2W.Neo1567
ceh9448
Pyrionflax386
Fuzer 374
Sick205
RotterdaM120
ZerO(Twitch)15
Organizations
Other Games
gamesdonequick739
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 70
• LUISG 44
• naamasc235
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
OSC
9m
Solar vs MaxPax
ByuN vs Krystianer
Spirit vs TBD
WardiTV36
OSC
3 days
Korean StarCraft League
3 days
OSC
4 days
IPSL
4 days
Dewalt vs Bonyth
OSC
4 days
OSC
5 days
uThermal 2v2 Circuit
5 days
Replay Cast
5 days
Patches Events
6 days
Liquipedia Results

Completed

CSL Season 19: Qualifier 2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
Slon Tour Season 2
CSL 2025 WINTER (S19)
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

Escore Tournament S1: W2
Escore Tournament S1: W3
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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 © 2025 TLnet. All Rights Reserved.