• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:43
CEST 00:43
KST 07:43
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Balance hotfix patch 5.0.16b (July 16)58Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!13Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Clem: "I don't have that much hope in Blizzard" [D] Wireframe Casting Removed Reynor: GSL Loss Wasn't About Preparation Format Is the larve respawn broken?
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 535 Assembly of Vengeance The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together
Brood War
General
NaDa’s Body Followup BW General Discussion ASL22 General Discussion Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) Etiquete rules in Asl?
Tourneys
[IPSL] Spring 2026 Grand Finals - This Weekend! [Megathread] Daily Proleagues Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread Beyond All Reason
Dota 2
Looking for a Dota Mentor 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
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
How to buy a book - shipping from Korea to Europe US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story Tennis[sport]
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Role of Gaming on Mental Hea…
TrAiDoS
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 19989 users

The Protoss Help Me Thread - Page 109

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 107 108 109 110 111 432 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
Last Edited: 2011-11-15 22:54:00
November 15 2011 22:47 GMT
#2161
On November 15 2011 23:34 rawler wrote:
Against mass Thors, is it worth buying templars soley for feedback? It can take half the health off a thor but if it dies it is pretty expensive just for 1 or 2 casts... =-\

Tried immortalsa gainst mass thor but they didn't do as good as I hoped... you need double robo pumping constant chrono to match their production =-\ Harder for Toss, we don't have mules!


So are you up against only thors? My first advice is, don't let him get too many or it will be a pain to deal with. If you can't deny him that however, I think the optimal unit composition would be zealot immortal colossus. What you want to do is to not fight him head on. He will be really slow so you can abuse that immobility, get blink and cliff walk your colossus etc. Air can be pretty decent if he doesn't have them in large numbers yet. Voidrays but mainly carriers.

On November 16 2011 00:10 eugalp wrote:
Show nested quote +
On November 15 2011 07:03 Latedi wrote:
On November 15 2011 06:39 ant885 wrote:
In PvZ, is a gas first build indicative of anything but speedling aggression/map control (assuming natural is taken @ standardish time)?

I typically 1 gate FE and when I see gas first I usually spend all my chronos on sentries before warpgate finishes. Is this an unnecessary response (or perhaps under reaction, i.e. I should 3gate expand or something)?


Well 14 gas 14 pool and 14 pool 14 gas are both standard builds, so don't think to much about it. What you want to scout is if the zerg harvests more than 100 gas before pulling the drones off. There's no need to chronoboost the gateway that much if you are planning on 3gate expanding.

Lately I've been playing really paranoid any time I see those early gas builds. First, there is just no reason for a zerg to get ling speed that early other than to be able to kill your probe (but what is it exactly that he does not want you to see??). Second, early gas is suboptimal in terms of going for a good econ macro play. Thus I think that while he could be playing standard, there is a very high chance of him going for some kind of all-in, either on hatch tech (roach/ling or bane/ling) or a fast lair (nydus, drop, etc). It could also mean fast mutas or fast infestors or fast hydras. So basically you have to be prepared for everything. Usually my response is to automatically add another cannon or two when I see early gas (I almost always FFE). Tech fast while trying to scout as well as you can (which is really hard).


Well having a quick ling speed is good for two things. First it makes you safe against any kind of protoss aggression. Second it denies scouting. The denial of scouting doesn't really mean he wants to hide anything but rather you will have to play it safe and scout him with other means such as observers or hallucinated phoenixes.

A second early gas however, I see no use for at all. He could be going for some kind of 1hatch muta but I doubt it. expanding and hiding it is often way better. I think your opponent's build is not optimal and therefore you can mostly ignore this. Play safe and watch for nyduses, scout him with hallucination as soon as possible. If you forge FE it might indeed be a good idea to get another cannon at the front. You should also prepare pylons near your mineral lines in case of him going mutas. Just don't let them eat into your build, make them as necessary. You don't really want to tech either. You want units and scouting, my suggestion would be rush for WG and a few gateways like normal and get hallucination right after. You should also send out a probe if you can before speed is done. If he doesn't have many lings feel free to chronoboost maybe 1-2 zealots and try to scout him with them. Then when WG finishes start making a normal stalker sentry army, this should keep your front safe and the stalkers can take out any mutas.
I am Latedi.
-YoricK-
Profile Blog Joined August 2011
United States477 Posts
November 16 2011 03:30 GMT
#2162
After you FFE against a zerg, what are some good times to hallucinate scout them to see what tech they are going? And in general when should I be scouting against them? I usually try to keep a probe scout at the tower as long as I can and then zealot scout later to check for a roach/ling all in. But I don't have the times yet on when to check for a third, check for lair, check for spire etc.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
November 16 2011 03:32 GMT
#2163
On November 16 2011 12:30 flipstorm wrote:
After you FFE against a zerg, what are some good times to hallucinate scout them to see what tech they are going? And in general when should I be scouting against them? I usually try to keep a probe scout at the tower as long as I can and then zealot scout later to check for a roach/ling all in. But I don't have the times yet on when to check for a third, check for lair, check for spire etc.

Check whenever you don't know what's going on.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2597 Posts
November 16 2011 08:38 GMT
#2164
Just a question regarding a common scenario in the current state of PvZ. Metalopolis: FFE into a gateway composition -> Zerg reponds by teching to Mutas on two bases and massing Muta/Ling. So now you're in that classic two-base situation where you defend with Stalkers and cannons and tech to Storm.

My question is this: Is it ever possible for Protoss to take a third from this scenario? I really dislike the feel of turtling to a maxed army and then trying to win the base-race, but I've never figured out a way to secure the third with enough firepower to get a walloff and cannons up while leaving enough stuff behind to defend my already established bases. Is there a technique that allows this, or is massing up and moving out on two bases the only way out of this position?

Also, could Zergs please stop doing this? It's seriously not fun to defend and it's got me doing silly 6 gate all-ins again instead of trying for longer games .
The frumious Bandersnatch
monk
Profile Blog Joined May 2009
United States8477 Posts
Last Edited: 2011-11-16 08:44:53
November 16 2011 08:44 GMT
#2165
On November 16 2011 17:38 AmericanUmlaut wrote:
Just a question regarding a common scenario in the current state of PvZ. Metalopolis: FFE into a gateway composition -> Zerg reponds by teching to Mutas on two bases and massing Muta/Ling. So now you're in that classic two-base situation where you defend with Stalkers and cannons and tech to Storm.

My question is this: Is it ever possible for Protoss to take a third from this scenario? I really dislike the feel of turtling to a maxed army and then trying to win the base-race, but I've never figured out a way to secure the third with enough firepower to get a walloff and cannons up while leaving enough stuff behind to defend my already established bases. Is there a technique that allows this, or is massing up and moving out on two bases the only way out of this position?

Also, could Zergs please stop doing this? It's seriously not fun to defend and it's got me doing silly 6 gate all-ins again instead of trying for longer games .


I would suggest submitting a replay or all you're going to get is general advice. The best advice I can give you in this general situation is that you should be aware that zerg is on 2 base. Especially on a map like metal where a 3rd is extremely easy/safe to take, zerg must have a reason for staying on 2 base. If you can deduce he's on 2 base vs FFE, you can effectively narrow down his strategies to 2 base muta, infestor, or some type of allin(baneling/ling drop, ling drop, ling hydra drop, some type of bust, nydus worm) With this information you can skew your strategy to defending these instead of worrying about say macro roach play.

Other than that, I'm just going to give you the standard blink stalker/cannon/templar answer into 3 base.
Moderator
AmericanUmlaut
Profile Blog Joined November 2010
Germany2597 Posts
Last Edited: 2011-11-16 09:48:03
November 16 2011 09:47 GMT
#2166
On November 16 2011 17:44 NrGmonk wrote:
Show nested quote +
On November 16 2011 17:38 AmericanUmlaut wrote:
Just a question regarding a common scenario in the current state of PvZ. Metalopolis: FFE into a gateway composition -> Zerg reponds by teching to Mutas on two bases and massing Muta/Ling. So now you're in that classic two-base situation where you defend with Stalkers and cannons and tech to Storm.

My question is this: Is it ever possible for Protoss to take a third from this scenario? I really dislike the feel of turtling to a maxed army and then trying to win the base-race, but I've never figured out a way to secure the third with enough firepower to get a walloff and cannons up while leaving enough stuff behind to defend my already established bases. Is there a technique that allows this, or is massing up and moving out on two bases the only way out of this position?

Also, could Zergs please stop doing this? It's seriously not fun to defend and it's got me doing silly 6 gate all-ins again instead of trying for longer games .


I would suggest submitting a replay or all you're going to get is general advice. The best advice I can give you in this general situation is that you should be aware that zerg is on 2 base. Especially on a map like metal where a 3rd is extremely easy/safe to take, zerg must have a reason for staying on 2 base. If you can deduce he's on 2 base vs FFE, you can effectively narrow down his strategies to 2 base muta, infestor, or some type of allin(baneling/ling drop, ling drop, ling hydra drop, some type of bust, nydus worm) With this information you can skew your strategy to defending these instead of worrying about say macro roach play.

Other than that, I'm just going to give you the standard blink stalker/cannon/templar answer into 3 base.

Yeah, I'm actually looking for very general scenario-based advice rather than help with a specific game. The reason I generally lose against this is actually that my multitasking and positioning are really bad and so the Muta harass is more cost effective than it should be. I've just had taking a third in this scenario as a goal (while working on my more serious problem of correctly positioning and controlling my units), am having trouble doing it and was wondering if there is actually a safe way to expand again while your opponent is doing mass Muta harass.

In such a situation, do you take the third as Storm finishes and just leave a couple of HTs and Stalkers to hold your main and nat while using your army to defend the third while it builds? Or what is the appropriate timing to attempt to take a third?
The frumious Bandersnatch
monk
Profile Blog Joined May 2009
United States8477 Posts
November 16 2011 09:57 GMT
#2167
On November 16 2011 18:47 AmericanUmlaut wrote:
Show nested quote +
On November 16 2011 17:44 NrGmonk wrote:
On November 16 2011 17:38 AmericanUmlaut wrote:
Just a question regarding a common scenario in the current state of PvZ. Metalopolis: FFE into a gateway composition -> Zerg reponds by teching to Mutas on two bases and massing Muta/Ling. So now you're in that classic two-base situation where you defend with Stalkers and cannons and tech to Storm.

My question is this: Is it ever possible for Protoss to take a third from this scenario? I really dislike the feel of turtling to a maxed army and then trying to win the base-race, but I've never figured out a way to secure the third with enough firepower to get a walloff and cannons up while leaving enough stuff behind to defend my already established bases. Is there a technique that allows this, or is massing up and moving out on two bases the only way out of this position?

Also, could Zergs please stop doing this? It's seriously not fun to defend and it's got me doing silly 6 gate all-ins again instead of trying for longer games .


I would suggest submitting a replay or all you're going to get is general advice. The best advice I can give you in this general situation is that you should be aware that zerg is on 2 base. Especially on a map like metal where a 3rd is extremely easy/safe to take, zerg must have a reason for staying on 2 base. If you can deduce he's on 2 base vs FFE, you can effectively narrow down his strategies to 2 base muta, infestor, or some type of allin(baneling/ling drop, ling drop, ling hydra drop, some type of bust, nydus worm) With this information you can skew your strategy to defending these instead of worrying about say macro roach play.

Other than that, I'm just going to give you the standard blink stalker/cannon/templar answer into 3 base.

Yeah, I'm actually looking for very general scenario-based advice rather than help with a specific game. The reason I generally lose against this is actually that my multitasking and positioning are really bad and so the Muta harass is more cost effective than it should be. I've just had taking a third in this scenario as a goal (while working on my more serious problem of correctly positioning and controlling my units), am having trouble doing it and was wondering if there is actually a safe way to expand again while your opponent is doing mass Muta harass.

In such a situation, do you take the third as Storm finishes and just leave a couple of HTs and Stalkers to hold your main and nat while using your army to defend the third while it builds? Or what is the appropriate timing to attempt to take a third?


Really depends from game to game and that's why I was asking for a replay.
Moderator
SGilna
Profile Joined October 2011
Singapore27 Posts
November 16 2011 10:07 GMT
#2168
holyshit i just lost to a small amount of marines+stim (~21) with 7 medivacs...
i had 10 zealots, 4 stalkers 2 immortals and 3 sentries..
some1 pls tell me wads wrong..
i was more pissed losing this than to 6 pool...
More gg More skill - WhiteRa (idol) another idol - EGhuk
rawler
Profile Joined October 2011
United States156 Posts
November 16 2011 10:08 GMT
#2169
On November 16 2011 12:30 flipstorm wrote:
After you FFE against a zerg, what are some good times to hallucinate scout them to see what tech they are going? And in general when should I be scouting against them? I usually try to keep a probe scout at the tower as long as I can and then zealot scout later to check for a roach/ling all in. But I don't have the times yet on when to check for a third, check for lair, check for spire etc.


With an FFE, get 4 gas going ASAP. You will need it for +1 attack, lots of sentries, AND hallucinatrion as soon as WG finishes. You will need to have sentries ready to hallucinate as SOON as it is done. You need to find out if he is going Muts, Roaches, Hydras, etc at this point in order to prepare. Afterwards, use it every couple minutes--- find out where his army is, what he's doing, where he's expanding, etc. The more you use it, the better... get lots of sentries so you can afford to use it.

Oh.. and a fun thing to do. March to a tower with your army and 3 hallucinated Collosi if he is going Hydras or roaches. He'll panick and start building corruptors. Tech high templars instead & waste all his money =P
rawler
Profile Joined October 2011
United States156 Posts
November 16 2011 10:10 GMT
#2170
On November 16 2011 19:07 SGilna wrote:
holyshit i just lost to a small amount of marines+stim (~21) with 7 medivacs...
i had 10 zealots, 4 stalkers 2 immortals and 3 sentries..
some1 pls tell me wads wrong..
i was more pissed losing this than to 6 pool...



Post a replay.... sounds like immortlas were your problem; they are expensive and cost a lot of money. Also, you had too few stalkers--- stalkers are the best weapon against marines. Did you use guardian shield? Did you engage him in an area you could FF him correctly since you were so zealot heavy?

7 Medivacs is VERY expensive. You could have compensated with an equal amount of damaging items of your own. More sentries & more stalkers to start--- cut him in half and pick him apart. Inevitably, collosi and/or HT would end any thread marines pose.
monk
Profile Blog Joined May 2009
United States8477 Posts
November 16 2011 10:14 GMT
#2171
On November 16 2011 19:08 rawler wrote:
Show nested quote +
On November 16 2011 12:30 flipstorm wrote:
After you FFE against a zerg, what are some good times to hallucinate scout them to see what tech they are going? And in general when should I be scouting against them? I usually try to keep a probe scout at the tower as long as I can and then zealot scout later to check for a roach/ling all in. But I don't have the times yet on when to check for a third, check for lair, check for spire etc.


With an FFE, get 4 gas going ASAP. You will need it for +1 attack, lots of sentries, AND hallucinatrion as soon as WG finishes. You will need to have sentries ready to hallucinate as SOON as it is done. You need to find out if he is going Muts, Roaches, Hydras, etc at this point in order to prepare. Afterwards, use it every couple minutes--- find out where his army is, what he's doing, where he's expanding, etc. The more you use it, the better... get lots of sentries so you can afford to use it.

No, you don't always want to get 4 gas asap.

Oh.. and a fun thing to do. March to a tower with your army and 3 hallucinated Collosi if he is going Hydras or roaches. He'll panick and start building corruptors. Tech high templars instead & waste all his money =P

Irrelevant to the thread -_-.

When you FFE vs zerg, you should be checking for a third with your probe. If you get hallucination, hallucinate often for his base count/tech buildings/unit count/current composition. There's no real timings you have to hit.
Moderator
monk
Profile Blog Joined May 2009
United States8477 Posts
November 16 2011 10:20 GMT
#2172
On November 16 2011 19:10 rawler wrote:
Show nested quote +
On November 16 2011 19:07 SGilna wrote:
holyshit i just lost to a small amount of marines+stim (~21) with 7 medivacs...
i had 10 zealots, 4 stalkers 2 immortals and 3 sentries..
some1 pls tell me wads wrong..
i was more pissed losing this than to 6 pool...



Post a replay.... sounds like immortlas were your problem; they are expensive and cost a lot of money. Also, you had too few stalkers--- stalkers are the best weapon against marines. Did you use guardian shield? Did you engage him in an area you could FF him correctly since you were so zealot heavy?

7 Medivacs is VERY expensive. You could have compensated with an equal amount of damaging items of your own. More sentries & more stalkers to start--- cut him in half and pick him apart. Inevitably, collosi and/or HT would end any thread marines pose.


Immortals are very common in PvT early game and a lack of stalkers probably wasn't the problem either. He's right that you need to post a replay first though.
Moderator
Beltiosi
Profile Joined February 2011
United States8 Posts
November 16 2011 10:25 GMT
#2173
On November 16 2011 19:08 rawler wrote:

With an FFE, get 4 gas going ASAP

Not true. There are all kinds of 6 gate +1/ 7 gate kind of timings where you don't want the extra gas.
Tazerenix
Profile Joined December 2010
Australia340 Posts
November 16 2011 11:13 GMT
#2174
On November 16 2011 19:25 Beltiosi wrote:
Show nested quote +
On November 16 2011 19:08 rawler wrote:

With an FFE, get 4 gas going ASAP

Not true. There are all kinds of 6 gate +1/ 7 gate kind of timings where you don't want the extra gas.

Yeah, I like going 2 gas then add on a robo and 2 extra gates (I open with the 2 gate +1 zealot pressure, so up to 4 gates) then the next 2 gas as my robo is halfway done
mizU
Profile Blog Joined April 2010
United States12125 Posts
November 16 2011 11:39 GMT
#2175
On November 16 2011 19:07 SGilna wrote:
holyshit i just lost to a small amount of marines+stim (~21) with 7 medivacs...
i had 10 zealots, 4 stalkers 2 immortals and 3 sentries..
some1 pls tell me wads wrong..
i was more pissed losing this than to 6 pool...


assuming you don't have charge and didn't forcefield, the Terran would be able to kite you all day with minimal losses...
if happy ever afters did exist <3 @watamizu_
rawler
Profile Joined October 2011
United States156 Posts
Last Edited: 2011-11-16 11:56:28
November 16 2011 11:41 GMT
#2176

NrGmonk wrote:
Immortals are very common in PvT early game and a lack of stalkers probably wasn't the problem either. He's right that you need to post a replay first though.


You truly believe that it was a good idea to have multiple immortals against stimmed marines with no mauraders around??? The sole purpose PvT has immortals is for mauraders... against marines, they are abysmal--- are you suggesting Protoss players should build them blindly without scouting their opponents unit composition? There is no armored damage bonus against marines, and the marines fast attack chews through the hardened shields in seconds, especially with stim. It takes 3 shots to kill ONE marine @ 20 damage a hit vs non armored. I would NEVER build an immortal unless my stalker poke saw mauraders, siege tanks, or thors.

As for not needing stalkers, stimmed marines will kite and destroy zealots, and stalkers prevent kiting by punishing them with shots as they kite. Also, stalkers armor withstands marine fire better than the light zealot does. Lastly, Stalkers speed and range allows them to kite marines. For this reason & others, most choose stalkers for marines and zealots for mauraders, and adjust the gateway composition appropriately considering the number of each. Some opt to go very zealot heavy but only in combination with ample sentries for forcefield/guardian shield and/or charge to minimize kiting. If you go this route, you need clutch FF use as a skilled Terran player is difficult to catch with FF while kiting. Always poke around with your first zealot/stalker to observer their unit composition.



NrGmonk wrote:
When you FFE vs zerg, you should be checking for a third with your probe. If you get hallucination, hallucinate often for his base count/tech buildings/unit count/current composition. There's no real timings you have to hit.


Not true either--- you want to scout Zerg aproximately 8-10 min to see what their lair tech choice was--- Hydras or Mutalisks.
monk
Profile Blog Joined May 2009
United States8477 Posts
November 16 2011 12:02 GMT
#2177
Honestly do you really want to argue with me when you're a gold Protoss?

On November 16 2011 20:41 rawler wrote:
Show nested quote +

NrGmonk wrote:
Immortals are very common in PvT early game and a lack of stalkers probably wasn't the problem either. He's right that you need to post a replay first though.


You truly believe that it was a good idea to have multiple immortals against stimmed marines with no mauraders around??? Early immortals are good if they have mauraders, but not against marines at ALL. There is no armored damage bonus and their small fast attacks chew through the shields. I would never build an immortal unless my stalker poke saw mauraders....

Stimmed marines will kite and destroy zealots, and stalkers prevent kiting by punishing them with shots as they kite. Also, stalkers armor withstands marine fire better than the light zealot. Lastly, Stalkers speed and range allows them to kite marines. For this reason & others, most choose stalkers for marines and zealots for mauraders, and adjust the gateway composition appropriately considering the amount of each. Some opt to go very zealot heavy but only in combination with sentries for forcefield/guardian shield and/or charge to minimize kiting. Always poke around with your first zealot/stalker to observer their unit composition.

You can't just give such general advice without a replay. How do you know he only saw marines? Immortals are actually pretty fine versus marines early game too. For example, in a recent game in the GSL, Puzzle went 2 immortals, stalkers, and sentries versus a mass marine opening.

Show nested quote +

NrGmonk wrote:
When you FFE vs zerg, you should be checking for a third with your probe. If you get hallucination, hallucinate often for his base count/tech buildings/unit count/current composition. There's no real timings you have to hit.


Not true either--- you want to scout Zerg aproximately 8-10 min to see what their lair tech choice was--- Hydras or Mutalisks.

This comment just shows your lack of experience.


Moderator
mizU
Profile Blog Joined April 2010
United States12125 Posts
November 16 2011 12:09 GMT
#2178
Yeah... immortals are pretty good against marines early game...

Arguing with a blue man? Nice.
if happy ever afters did exist <3 @watamizu_
SGilna
Profile Joined October 2011
Singapore27 Posts
November 16 2011 12:14 GMT
#2179
alright here is my replay..

http://drop.sc/59663

with sentries of cuz i did on my gs and ff....but come to think of it my ff isn't really well placed..
More gg More skill - WhiteRa (idol) another idol - EGhuk
rawler
Profile Joined October 2011
United States156 Posts
November 16 2011 12:17 GMT
#2180
lol ok NrGmonk... after reading that, I see there truly is no need to discuss this with you anymore.

Everyone--- the new pro marine counter is to immediately build 2 immortals & skip stalkers. Oh, and if you play against Zerg, you will surely lose if you scout theri lair tech. Do NOT scout lair tech!! it is a terrible idea.





User was banned for this post.
Prev 1 107 108 109 110 111 432 Next
Please log in or register to reply.
Live Events Refresh
Next event in 12h 17m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ketroc 80
StarCraft: Brood War
Artosis 563
910 64
Purpose 7
Dota 2
syndereN737
NeuroSwarm127
Counter-Strike
rGuardiaN38
Super Smash Bros
hungrybox1099
Mew2King844
C9.Mang0690
Heroes of the Storm
Khaldor225
Other Games
Grubby3112
Liquid`RaSZi1723
ToD225
XaKoH 95
Organizations
Other Games
gamesdonequick1971
BasetradeTV297
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 127
• davetesta32
• RyuSc2 9
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Pr0nogo 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1436
• Shiphtur641
Upcoming Events
WardiTV Weekly
12h 17m
Monday Night Weeklies
17h 17m
OSC
1d 1h
PiGosaur Cup
2 days
The PondCast
2 days
Kung Fu Cup
2 days
CrankTV Team League
3 days
Replay Cast
4 days
CrankTV Team League
4 days
Korean StarCraft League
5 days
[ Show More ]
RSL Revival
5 days
Online Event
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

YSL S3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

Acropolis #4
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Eternal Conflict S2 E3
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer 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 © 2026 TLnet. All Rights Reserved.