The Protoss Help Me Thread - Page 245
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Abusion
United Kingdom184 Posts
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saer
40 Posts
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Misuari
Singapore45 Posts
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saer
40 Posts
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Misuari
Singapore45 Posts
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saer
40 Posts
or one which genius does which skips the first zealot and 2nd stalker, it's a little bit less safe, but it's preferable if the terran opens without gas. You can find a guide for that one here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=317211 To answer the question, most of the builds have slight worker cuts at around 24. at 24 food you make the nexus, then add the production and an additional pylon and then resume probes, but these guides give a much more detailed answer. edit: added last bit | ||
Misuari
Singapore45 Posts
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TheExodus
293 Posts
On May 29 2012 14:19 saer wrote: There are many different types of 1gate expands, the two main ones I would recommend are the MC 1gate FE which is safer, you can find a guide here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136 or one which genius does which skips the first zealot and 2nd stalker, it's a little bit less safe, but it's preferable if the terran opens without gas. You can find a guide for that one here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=317211 To answer the question, most of the builds have slight worker cuts at around 24. at 24 food you make the nexus, then add the production and an additional pylon and then resume probes, but these guides give a much more detailed answer. edit: added last bit I believe MC used to cut probes at 30 (total food, 24 probes) to get his nexus up, and resume probe production after dropping extra gates and in some cases the robo. | ||
Rimak
Denmark434 Posts
On May 29 2012 16:39 TheExodus wrote: I believe MC used to cut probes at 30 (total food, 24 probes) to get his nexus up, and resume probe production after dropping extra gates and in some cases the robo. MC's 1 gate is safest of all 1g Expos, with good unit control it can blindy hold even 11/11 allin. That's why it should be leared first in current meta-game. IMO. | ||
hooahah
3752 Posts
do I send a probe up his ramp to see what units he has? send out a stalker and risk him having marauder w/c.shell? | ||
Abusion
United Kingdom184 Posts
Edit: sorry I messed that up. if you see 1 marine he probably won't be going 1-1-1. its if he's opened gas that he is so if you see 3 or 4 marines | ||
hooahah
3752 Posts
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Larias
United States75 Posts
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Audemed
United States893 Posts
On May 30 2012 06:02 Larias wrote: I don't really advise scouting for proxies until you see something suspicious. That may seem unsafe, but by getting into their base you will be able to tell (with enough experience) when something fishy is going on. Locking your probe out of their base for the sake of catching the rare proxy isn't worth it. You need to be able to tell if they got gas or not, and with that info you can narrow down what they might be doing. The other way to detect cheese when you are inside their base is to count workers - if they have 10 workers in the mineral line when you see your supply at 14, you know they are committing to an early attack. Well, on 2 player maps it's not that hard to just check a few spots (close air exp on daybreak, below your main on cloud kingdom etc), as it's more likely on those maps...but yeah, you don't need to search EVERYWHERE until you see something's off. | ||
CrazyF1r3f0x
United States2120 Posts
On May 30 2012 13:36 Audemed wrote: Well, on 2 player maps it's not that hard to just check a few spots (close air exp on daybreak, below your main on cloud kingdom etc), as it's more likely on those maps...but yeah, you don't need to search EVERYWHERE until you see something's off. Honestly, I usually scout the usual proxies and cannon spots in PvP, because the build I do doesn't really require me to do much reacting in terms of a base scout. | ||
whistle
United States141 Posts
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TheExodus
293 Posts
I seriously feel scouting in the early game is overrated. You want to know if you're getting cheesed and perhaps if your opponent is getting marauders or early expanding or whatever. There's just so little information you can actually get from this initial poke that has any meaning 4-5 minutes later, so other than the very obvious stuff for staying alive in the early game the later scouts is MUCH more important. | ||
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ZeromuS
Canada13379 Posts
On May 30 2012 15:28 TheExodus wrote: Just send the probe up the ramp first. That'll tell you if he's got marauders or not. If not, just send up your zealot and stalker to do some prodding as well. I seriously feel scouting in the early game is overrated. You want to know if you're getting cheesed and perhaps if your opponent is getting marauders or early expanding or whatever. There's just so little information you can actually get from this initial poke that has any meaning 4-5 minutes later, so other than the very obvious stuff for staying alive in the early game the later scouts is MUCH more important. I for one feel knowing whether the opponent is getting marauders, or an FE are HUGE in the early game and can drastically alter your opening build past the 1 gate nexus part. Marauders, fast robo is bad, only marines no fast robo is worse. | ||
-Exalt-
United States972 Posts
On May 30 2012 04:19 hooahah wrote: I need help in scouting early game PvT...I can never discern what the Terran is going to do. By the time I finish checking for proxies the Terran has already walled off, so I can't see if he has gas - and even if he did, that still leaves....Reaper, Banshee, 2racks, 1-1-1... do I send a probe up his ramp to see what units he has? send out a stalker and risk him having marauder w/c.shell? with your initial probe you want to see if he gets gas. if he gets gas, search for a 2nd barracks and scout for his 3rd supply depot. A quick 3rd supply depot + gas will usually mean a 1-1-1, and Gas + no immediate 3rd supply depot means a greater chance for a 2/3rax. with my probe I like to scout for those things and then get out, and go back up the ramp a bit later to scout add ons/units. after my probe scout, since I usually use a ST_parting fe so my stalker is slightly delayed, I send my zealot immediately to his ramp to see units/addons/bunkers etc. bunker will mean 1-1-1 99% of the time, 2 rax but no marauder means a stim marine/medivac/tank timing, etc. As Zeromus said above, it is really crucial to know if you can go robo 1st vs gas builds. A robo before additional gates (because you scouted and know you are safe from 2/3rax) can be the difference between holding a 1-1-1/ not holding it, as you can get a really quick obs to see if you need Colossus or not. | ||
Rimak
Denmark434 Posts
On May 30 2012 04:19 hooahah wrote: I need help in scouting early game PvT...I can never discern what the Terran is going to do. By the time I finish checking for proxies the Terran has already walled off, so I can't see if he has gas - and even if he did, that still leaves....Reaper, Banshee, 2racks, 1-1-1... do I send a probe up his ramp to see what units he has? send out a stalker and risk him having marauder w/c.shell? Here you go, this is a great guide on scouting terran. http://www.teamliquid.net/forum/viewmessage.php?topic_id=300500 | ||
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