• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:50
CEST 02:50
KST 09:50
  • 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
Team TLMC #5 - Finalists & Open Tournaments1[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
StarCraft II 5.0.15 PTR Patch Notes131BSL 2025 Warsaw LAN + Legends Showmatch2Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8
StarCraft 2
General
StarCraft II 5.0.15 PTR Patch Notes Team TLMC #5 - Finalists & Open Tournaments #1: Maru - Greatest Players of All Time Team Liquid Map Contest #21 - Presented by Monster Energy Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues
Tourneys
KSL Week 80 Stellar Fest StarCraft Evolution League (SC Evo Biweekly) RSL: Revival, a new crowdfunded tournament series SC2's Safe House 2 - October 18 & 19
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
ASL20 General Discussion BW General Discussion Diplomacy, Cosmonarchy Edition Soulkey on ASL S20 ASL TICKET LIVE help! :D
Tourneys
[ASL20] Ro16 Group D BSL 2025 Warsaw LAN + Legends Showmatch [ASL20] Ro16 Group C Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Borderlands 3 Path of Exile Nintendo Switch Thread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread The Big Programming Thread UK Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
Too Many LANs? Tournament Ov…
TrAiDoS
i'm really bored guys
Peanutsc
I <=> 9
KrillinFromwales
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1802 users

The Terran Help Me Thread - Page 321

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 319 320 321 322 323 460 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
August 02 2012 16:33 GMT
#6401
On August 03 2012 00:34 dynwar7 wrote:
Thanks for that.

And since there is no mech guide, as far as I know, is going 1 rax fe into 1-1-1 a good idea? My big confusion of mech is the addons....I dont know when to add what addons....the barrack is ready to make an addon, but what? Should I start TL for the factor for early tank for defending? Maybe yes, but after that, I want a reactor for my 2nd fact for hellions right? Then for my 3rd fact, I want another TL? And lastly when do I get reactor for viking production?


There are various mech games where you could get builds and advice here
http://www.teamliquid.net/forum/viewmessage.php?topic_id=355261
PureMetal
Profile Joined December 2010
United States83 Posts
August 02 2012 18:37 GMT
#6402
Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.

Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"

I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.

Hypothetical situation 1: TvP

I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.

Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.

What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.

Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements.
Wardi
Profile Blog Joined November 2011
England897 Posts
August 02 2012 19:48 GMT
#6403
On August 03 2012 03:37 PureMetal wrote:
Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.

Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"

I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.

Hypothetical situation 1: TvP

I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.

Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.

What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.

Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements.


I don't quite understand the situation you talk about in your post, and EMPs being used defensively on 2 base almost never happens really. Hopefully this explanation will be able to help you out:

The limiting factor on getting Ghosts is gas. In the early-mid game of TvP where your gas is spent is very important. You need to be able to react to his tech choices and so there are different timings. Considering a standard game (1 Rax / 1 Gate expands on either side) then you will be looking to push around 10 minutes, at which point his first tech choice will be out on the map (double forge, collossi or high templar, most probably). So the 10 minute push is important for reading the tech choices of your opponent.

Now if your opponent opens collossi you will want to spend your gas on vikings, get up an extra star port and start producing some vikings. This will use up enough gas so that (assuming you continue to upgrade) you will not be able to afford ghost tech. The correct time to get ghosts after this would be as your 5th and 6th gas goes up at your third base. This extra gas income allows you to continue to make vikings/medivacs and add on ghosts, as well as being at a nice time for him to switch to Templar.

If he opens with templar you will of course need the ghosts faster and so instead of spending gas on vikings you spend your gas on ghost tech, and then your third base will allow you the gas to continue Medivac production / add on Vikings.

Double forge openings are a bit different still and you will want to initially focus gas spending on getting your own upgrades ASAP as well as continuous Medivac production. If he follows up with Templar then you will want to cut Medivacs a bit faster to get the ghost tech down. If Collossi, once again you won't want ghosts until you are getting that extra gas income from the third base.

I hope this helps you out, please do say if I have missed the point/anything you want clarifying.
CommentatorOwner of WardiTV. Streamer, caster & event organizer. / / www.wardi.tv
PureMetal
Profile Joined December 2010
United States83 Posts
August 02 2012 20:09 GMT
#6404
+ Show Spoiler +
On August 03 2012 04:48 Wardi wrote:
On August 03 2012 03:37 PureMetal wrote:
Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.

Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"

I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.

Hypothetical situation 1: TvP

I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.

Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.

What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.

Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements.


I don't quite understand the situation you talk about in your post, and EMPs being used defensively on 2 base almost never happens really. Hopefully this explanation will be able to help you out:

The limiting factor on getting Ghosts is gas. In the early-mid game of TvP where your gas is spent is very important. You need to be able to react to his tech choices and so there are different timings. Considering a standard game (1 Rax / 1 Gate expands on either side) then you will be looking to push around 10 minutes, at which point his first tech choice will be out on the map (double forge, collossi or high templar, most probably). So the 10 minute push is important for reading the tech choices of your opponent.

Now if your opponent opens collossi you will want to spend your gas on vikings, get up an extra star port and start producing some vikings. This will use up enough gas so that (assuming you continue to upgrade) you will not be able to afford ghost tech. The correct time to get ghosts after this would be as your 5th and 6th gas goes up at your third base. This extra gas income allows you to continue to make vikings/medivacs and add on ghosts, as well as being at a nice time for him to switch to Templar.

If he opens with templar you will of course need the ghosts faster and so instead of spending gas on vikings you spend your gas on ghost tech, and then your third base will allow you the gas to continue Medivac production / add on Vikings.

Double forge openings are a bit different still and you will want to initially focus gas spending on getting your own upgrades ASAP as well as continuous Medivac production. If he follows up with Templar then you will want to cut Medivacs a bit faster to get the ghost tech down. If Collossi, once again you won't want ghosts until you are getting that extra gas income from the third base.

I hope this helps you out, please do say if I have missed the point/anything you want clarifying.



Yes, this is the advice I'm looking for. Would you take the same approach basically for Ravens? I know the defense drones from 2-3 ravens can stop an aggressive blink stalker player, would you hold off until a 3rd again?

Basically my frustration is from this being a massing game of low tier units until 3rd base pops up and you can divert funds into more interesting units. It's hard for me to make that switch when I get a 3rd up because it's so tempting to just add on more rax and continue with mass infantry because 1) it is easy to continue the same build path 2) makes your micro more intensive with high risk high reward units like ghosts & Ravens

What are your thoughts on # of ghosts to suppliment an army?
Sianos
Profile Joined April 2011
580 Posts
August 02 2012 20:44 GMT
#6405
+ Show Spoiler +
On August 03 2012 03:37 PureMetal wrote:
Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.

Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"

I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.

Hypothetical situation 1: TvP

I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.

Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.

What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.

Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements.


Wardi pointet it out right. The timing of your ghosts depends on the timing of your opponent´s templar tech. If he goes templar first, then you go for ghosts on 2 base otherwise you add them when your 5th and 6th gas kick in, which is normally between 13 and 14 minutes.

Raven´s aren´t used at all in TvP. The reason for this is that it is uncommon to have many stalker´s as a Protoss player because they suck aggainst MMM. If your opponent goes for a blick allin then your raven will not be out in time unless you open some sort of 1-1-1. A good timing to add a Raven is for example when your opponent went for dt´s. The Raven provides you with protection and give´s you a timing, where you can kill the Protoss unless you took to much damage through their dts. Adding in a Raven was common after oppening banshee in TvP because you´ll have the tech and you forced a lot of stalker´s, but in the standard TvP Raven´s aren´t used at all. Maybe you could make them use if you see a Protoss player goes for the oldschool mass blinkstalker collosus combination with a very defensive playstyle, but i never tested it.
Blazinghand *
Profile Blog Joined December 2010
United States25552 Posts
August 02 2012 21:29 GMT
#6406
On August 03 2012 05:09 PureMetal wrote:
Show nested quote +
+ Show Spoiler +
On August 03 2012 04:48 Wardi wrote:
On August 03 2012 03:37 PureMetal wrote:
Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.

Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"

I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.

Hypothetical situation 1: TvP

I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.

Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.

What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.

Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements.


I don't quite understand the situation you talk about in your post, and EMPs being used defensively on 2 base almost never happens really. Hopefully this explanation will be able to help you out:

The limiting factor on getting Ghosts is gas. In the early-mid game of TvP where your gas is spent is very important. You need to be able to react to his tech choices and so there are different timings. Considering a standard game (1 Rax / 1 Gate expands on either side) then you will be looking to push around 10 minutes, at which point his first tech choice will be out on the map (double forge, collossi or high templar, most probably). So the 10 minute push is important for reading the tech choices of your opponent.

Now if your opponent opens collossi you will want to spend your gas on vikings, get up an extra star port and start producing some vikings. This will use up enough gas so that (assuming you continue to upgrade) you will not be able to afford ghost tech. The correct time to get ghosts after this would be as your 5th and 6th gas goes up at your third base. This extra gas income allows you to continue to make vikings/medivacs and add on ghosts, as well as being at a nice time for him to switch to Templar.

If he opens with templar you will of course need the ghosts faster and so instead of spending gas on vikings you spend your gas on ghost tech, and then your third base will allow you the gas to continue Medivac production / add on Vikings.

Double forge openings are a bit different still and you will want to initially focus gas spending on getting your own upgrades ASAP as well as continuous Medivac production. If he follows up with Templar then you will want to cut Medivacs a bit faster to get the ghost tech down. If Collossi, once again you won't want ghosts until you are getting that extra gas income from the third base.

I hope this helps you out, please do say if I have missed the point/anything you want clarifying.



Yes, this is the advice I'm looking for. Would you take the same approach basically for Ravens? I know the defense drones from 2-3 ravens can stop an aggressive blink stalker player, would you hold off until a 3rd again?

Basically my frustration is from this being a massing game of low tier units until 3rd base pops up and you can divert funds into more interesting units. It's hard for me to make that switch when I get a 3rd up because it's so tempting to just add on more rax and continue with mass infantry because 1) it is easy to continue the same build path 2) makes your micro more intensive with high risk high reward units like ghosts & Ravens

What are your thoughts on # of ghosts to suppliment an army?


Ravens and PDDs are strong against small numbers of stalkers, but against a blink-stalker all-in, Ravens are not as useful. Blink-stalkers can avoid immobile PDDs, maybe snipe the raven, and kite marines. To defend against blink you typically either need some mixture of bio and medivacs, or just a lot of bio with marauders, or tanks.

The big thing is that PDD is a very small positional play spell, which only is good when YOU can control the engagement location. This makes it exceedingly strong as part of a 1-1-1, but against an all-in that is all about controlling where and when engagements happen with blink, it's not very useful.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
PureMetal
Profile Joined December 2010
United States83 Posts
Last Edited: 2012-08-02 21:44:26
August 02 2012 21:44 GMT
#6407
+ Show Spoiler +
On August 03 2012 05:44 Sianos wrote:
+ Show Spoiler +
On August 03 2012 03:37 PureMetal wrote:
Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.

Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"

I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.

Hypothetical situation 1: TvP

I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.

Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.

What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.

Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements.


Wardi pointet it out right. The timing of your ghosts depends on the timing of your opponent´s templar tech. If he goes templar first, then you go for ghosts on 2 base otherwise you add them when your 5th and 6th gas kick in, which is normally between 13 and 14 minutes.

Raven´s aren´t used at all in TvP. The reason for this is that it is uncommon to have many stalker´s as a Protoss player because they suck aggainst MMM. If your opponent goes for a blick allin then your raven will not be out in time unless you open some sort of 1-1-1. A good timing to add a Raven is for example when your opponent went for dt´s. The Raven provides you with protection and give´s you a timing, where you can kill the Protoss unless you took to much damage through their dts. Adding in a Raven was common after oppening banshee in TvP because you´ll have the tech and you forced a lot of stalker´s, but in the standard TvP Raven´s aren´t used at all. Maybe you could make them use if you see a Protoss player goes for the oldschool mass blinkstalker collosus combination with a very defensive playstyle, but i never tested it.



I should have mentioned I'm interested in testing players understanding of the meta and whether I can throw them off with specialized units.

Any suggestions on incorporating nukes in standard TvP and TvT games? My drop ships get discovered when I go for drop nukes. Considering going for lower ground nukes onto mineral patches or forcing engagements into nukes path
Blazinghand *
Profile Blog Joined December 2010
United States25552 Posts
August 02 2012 21:56 GMT
#6408
On August 03 2012 06:44 PureMetal wrote:
Show nested quote +
+ Show Spoiler +
On August 03 2012 05:44 Sianos wrote:
+ Show Spoiler +
On August 03 2012 03:37 PureMetal wrote:
Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.

Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"

I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.

Hypothetical situation 1: TvP

I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.

Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.

What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.

Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements.


Wardi pointet it out right. The timing of your ghosts depends on the timing of your opponent´s templar tech. If he goes templar first, then you go for ghosts on 2 base otherwise you add them when your 5th and 6th gas kick in, which is normally between 13 and 14 minutes.

Raven´s aren´t used at all in TvP. The reason for this is that it is uncommon to have many stalker´s as a Protoss player because they suck aggainst MMM. If your opponent goes for a blick allin then your raven will not be out in time unless you open some sort of 1-1-1. A good timing to add a Raven is for example when your opponent went for dt´s. The Raven provides you with protection and give´s you a timing, where you can kill the Protoss unless you took to much damage through their dts. Adding in a Raven was common after oppening banshee in TvP because you´ll have the tech and you forced a lot of stalker´s, but in the standard TvP Raven´s aren´t used at all. Maybe you could make them use if you see a Protoss player goes for the oldschool mass blinkstalker collosus combination with a very defensive playstyle, but i never tested it.



I should have mentioned I'm interested in testing players understanding of the meta and whether I can throw them off with specialized units.

Any suggestions on incorporating nukes in standard TvP and TvT games? My drop ships get discovered when I go for drop nukes. Considering going for lower ground nukes onto mineral patches or forcing engagements into nukes path


Typically, the way I see nuke play (in any matchup) is that you fire a nuke while dropping somewhere else and also threatening a main engagement. Nukes are a rare inversion of the TvX Micro Inequality-- instead of Terran needing to micro a large amount and X needing to micro a moderate amount, Terran needs only a small amount of micro and X needs a huge amount of micro. A ghost with some energy can walk over and drop a nuke on a far-away base while a major fight or drop is happening elsewhere, and it only occupies 2 food and minimal APM in return for high possible rewards.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
StateofReverie
Profile Blog Joined July 2012
United States633 Posts
August 02 2012 22:23 GMT
#6409
I use nukes to force unfavorable positions for the opponent
siii
Profile Joined July 2011
Norway251 Posts
August 03 2012 00:12 GMT
#6410
how do one scout/stop a 4 gate robo(warp prism) all in?
StateofReverie
Profile Blog Joined July 2012
United States633 Posts
August 03 2012 00:18 GMT
#6411
On August 03 2012 09:12 siii wrote:
how do one scout/stop a 4 gate robo(warp prism) all in?

i scout to see if its a 4 ate and if it is chances are theres a warp prism follow up so i just defend the places where the warp prism can come and just kill it with marines. you can split the marines 50/50 and be fine on both ends with 2-3 bunkers at the nat
jinx1281255
Profile Joined August 2011
United States45 Posts
August 03 2012 00:28 GMT
#6412
Hey guys,

I have been watching pro-streams and am wondering about their 1 rax expo builds. Most opt for the 3:15 expo, cutting marine and SCV to get it then.

That said, I have been using a slight variation that gets me continual SCV and marine production and a 3:30 CC. Is it really better to go for the 3:15 CC if you're going to lose production of SCVs and Marines for that time period?

I hope this is not too stupid of a question to ask :-S

Jinx
StateofReverie
Profile Blog Joined July 2012
United States633 Posts
August 03 2012 00:44 GMT
#6413
On August 03 2012 09:28 jinx1281255 wrote:
Hey guys,

I have been watching pro-streams and am wondering about their 1 rax expo builds. Most opt for the 3:15 expo, cutting marine and SCV to get it then.

That said, I have been using a slight variation that gets me continual SCV and marine production and a 3:30 CC. Is it really better to go for the 3:15 CC if you're going to lose production of SCVs and Marines for that time period?

I hope this is not too stupid of a question to ask :-S

Jinx

yes faster cc is better then haing an extra scv and marine.
rofllocktree
Profile Joined May 2012
Netherlands45 Posts
August 03 2012 02:03 GMT
#6414
gold player TvP question:

when I scout chronoboost on cybernetics core about 4:00-4:30, where there always be a 4gate coming?

I assume warpgate technology is the only thing a protos want's to early chronoboost from all stuff in cybernetics right?
Maxd11
Profile Joined July 2011
United States680 Posts
August 03 2012 02:06 GMT
#6415
On August 03 2012 09:28 jinx1281255 wrote:
Hey guys,

I have been watching pro-streams and am wondering about their 1 rax expo builds. Most opt for the 3:15 expo, cutting marine and SCV to get it then.

That said, I have been using a slight variation that gets me continual SCV and marine production and a 3:30 CC. Is it really better to go for the 3:15 CC if you're going to lose production of SCVs and Marines for that time period?

I hope this is not too stupid of a question to ask :-S

Jinx

I'd consider it to be debatable and I use both builds in different matchups. I've seen day9 recommend both in the terran focused dailies depending on the pro he's observing. Also if you don't trust day9 you can trust the pros he steals the reps from.
To put it simply: technically speaking the earlier cc is slightly more economical but the 2nd depot first makes some builds flow better. Either way it doesn't matter too much.
I looked in the mirror and saw biupilm69t
Maxd11
Profile Joined July 2011
United States680 Posts
August 03 2012 02:11 GMT
#6416
On August 03 2012 11:03 rofllocktree wrote:
gold player TvP question:

when I scout chronoboost on cybernetics core about 4:00-4:30, where there always be a 4gate coming?

I assume warpgate technology is the only thing a protos want's to early chronoboost from all stuff in cybernetics right?

I'm not really sure about what people usually do in the gold league but I've seen pro players chronoboost their cyber core even when they go for nexus first or 1 gate nexus and have scouted the fact that the terran player won't attacking any time soon. Anyway if you make 2-4 bunkers you should be safe either way and plenty of good terran players just make that many bunkers blind just to be safe since they can salvage them when they push out.
I looked in the mirror and saw biupilm69t
StateofReverie
Profile Blog Joined July 2012
United States633 Posts
August 03 2012 02:13 GMT
#6417
On August 03 2012 11:03 rofllocktree wrote:
gold player TvP question:

when I scout chronoboost on cybernetics core about 4:00-4:30, where there always be a 4gate coming?

I assume warpgate technology is the only thing a protos want's to early chronoboost from all stuff in cybernetics right?

1 gas and 3-4 chronos saved up usually means 4 gate if he puts more then 2 chronos into his cyber core that also is a good indicator of gateway pressure
rofllocktree
Profile Joined May 2012
Netherlands45 Posts
August 03 2012 02:25 GMT
#6418
On August 03 2012 11:11 Maxd11 wrote:
Show nested quote +
On August 03 2012 11:03 rofllocktree wrote:
gold player TvP question:

when I scout chronoboost on cybernetics core about 4:00-4:30, where there always be a 4gate coming?

I assume warpgate technology is the only thing a protos want's to early chronoboost from all stuff in cybernetics right?

I'm not really sure about what people usually do in the gold league but I've seen pro players chronoboost their cyber core even when they go for nexus first or 1 gate nexus and have scouted the fact that the terran player won't attacking any time soon. Anyway if you make 2-4 bunkers you should be safe either way and plenty of good terran players just make that many bunkers blind just to be safe since they can salvage them when they push out.



about the bunkers, yeah i guess im going to do that from now on since on gold lvl i face about 80% 4-gates


thx for ur help guys
TheDwf
Profile Joined November 2011
France19747 Posts
August 03 2012 02:39 GMT
#6419
On August 03 2012 09:12 siii wrote:
how do one scout/stop a 4 gate robo(warp prism) all in?

One gas + no expand at the 5' mark + no 4G at front. 4GR prism hits around the 6'30 mark or a bit later, so have vision at the edges of your base; if you don't have enough (e. g. you went 1 rax FE), pull many SCVs and crush him right away, otherwise the attack snowballs and you lose.

On August 03 2012 09:28 jinx1281255 wrote:
Hey guys,

I have been watching pro-streams and am wondering about their 1 rax expo builds. Most opt for the 3:15 expo, cutting marine and SCV to get it then.

That said, I have been using a slight variation that gets me continual SCV and marine production and a 3:30 CC. Is it really better to go for the 3:15 CC if you're going to lose production of SCVs and Marines for that time period?

I hope this is not too stupid of a question to ask :-S

Jinx

1 rax CC16 gets 1 more SCV while 1 rax CC18 is safer (less vulnerable to proxy gates, etc.) and can be hidden by an early wall off. You choose.

On August 03 2012 11:03 rofllocktree wrote:
gold player TvP question:

when I scout chronoboost on cybernetics core about 4:00-4:30, where there always be a 4gate coming?

No.
DreadKnight
Profile Joined October 2010
United Kingdom123 Posts
August 03 2012 04:16 GMT
#6420
Hey, a really simple question here.

What do you guys do when you get random players in the ladder? Personally I really like to 1-1-1 all in because I'm honestly not that confident going a generalised build at all. Usually works against all the races honestly with semi decent banshee control.

All my macro styles revolve around 1 rax FE but different gas timings, especially on 4 player maps I feel just leaves it so risky and way too generalised.

So, what does everyone else do vs random and do you think I should change what I do against them? I usually get a fair amount of hate and generally don't like all-ining outside of a BoX unless I'm practicing them.

Just looking for some quick opinions here, thanks!
Prev 1 319 320 321 322 323 460 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 10m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 153
Nathanias 147
RuFF_SC2 21
SpeCial 1
StarCraft: Brood War
NaDa 63
Dota 2
monkeys_forever482
League of Legends
JimRising 436
Cuddl3bear6
Super Smash Bros
Westballz33
Other Games
summit1g8421
FrodaN3947
C9.Mang0249
ToD208
Maynarde178
ViBE168
XaKoH 101
Trikslyr66
Organizations
Other Games
gamesdonequick824
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• davetesta40
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 33
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1038
Upcoming Events
Korean StarCraft League
2h 10m
BSL Open LAN 2025 - War…
7h 10m
RSL Revival
9h 10m
Reynor vs Cure
TBD vs Zoun
OSC
20h 10m
BSL Open LAN 2025 - War…
1d 7h
RSL Revival
1d 9h
Classic vs TBD
Online Event
1d 15h
Wardi Open
2 days
Monday Night Weeklies
2 days
Sparkling Tuna Cup
3 days
[ Show More ]
LiuLi Cup
4 days
The PondCast
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
RSL Revival: Season 2
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
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.