• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:14
CEST 14:14
KST 21:14
  • 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
[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists22
Community News
Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event11Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced9
StarCraft 2
General
Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event StarCraft Evolution League (SC Evo Biweekly) 2026 GSL Season 2 Qualifiers $1,400 SEL Season 3 Ladder Invitational
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
ASL21 General Discussion AI Question Using AI to optimize marketing campaigns [ASL21] Ro8 Preview Pt2: Progenitors Why there arent any 256x256 pro maps?
Tourneys
[ASL21] Ro8 Day 4 [ASL21] Ro8 Day 3 [Megathread] Daily Proleagues [ASL21] Ro8 Day 2
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV OutLive 25 (RTS Game) Daigo vs Menard Best of 10 Nintendo Switch Thread
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Movie Stars In Video Games: …
TrAiDoS
ramps on octagon
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1610 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
England898 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 States25559 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 States25559 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
WardiTV Invitational
11:00
Wardi Spring Cup
SHIN vs Nicoract
Solar vs Nice
WardiTV521
Rex124
LiquipediaDiscussion
Afreeca Starleague
10:00
Ro8 Match 4
Snow vs FlashLIVE!
Afreeca ASL 17122
StarCastTV_EN374
LiquipediaDiscussion
Sparkling Tuna Cup
10:00
Weekly #130 (TLMC 22 Edition)
herO vs TriGGeRLIVE!
ByuN vs Classic
CranKy Ducklings151
CranKy Ducklings SOOP37
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko318
TKL 166
Rex 120
StarCraft: Brood War
Britney 37276
Calm 13615
Sea 7138
Bisu 6863
BeSt 2307
Light 1711
Horang2 1150
Mini 970
EffOrt 677
Pusan 371
[ Show more ]
Zeus 316
Hyun 281
actioN 248
Leta 197
ZerO 172
ToSsGirL 87
hero 79
PianO 77
Mind 74
ggaemo 64
Aegong 59
Sea.KH 49
Killer 48
Sharp 47
Hm[arnc] 40
sSak 36
JulyZerg 32
Backho 31
Sexy 25
IntoTheRainbow 16
Bale 15
Sacsri 12
Noble 10
SilentControl 7
Terrorterran 6
ajuk12(nOOB) 6
zelot 5
sorry 3
Icarus 1
Dota 2
BananaSlamJamma151
XcaliburYe90
ODPixel80
Counter-Strike
olofmeister2707
byalli618
x6flipin334
allub236
markeloff236
kRYSTAL_15
Other Games
singsing1952
B2W.Neo726
Sick281
Mew2King142
monkeys_forever102
ArmadaUGS44
Organizations
StarCraft: Brood War
UltimateBattle 185
Dota 2
PGL Dota 2 - Main Stream38
StarCraft: Brood War
lovetv 14
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1379
Other Games
• WagamamaTV238
Upcoming Events
PiGosaur Cup
11h 46m
GSL
21h 16m
Classic vs Cure
Maru vs Rogue
GSL
1d 21h
SHIN vs Zoun
ByuN vs herO
OSC
1d 22h
OSC
2 days
Replay Cast
2 days
Escore
2 days
The PondCast
2 days
WardiTV Invitational
2 days
Zoun vs Ryung
Lambo vs ShoWTimE
OSC
3 days
[ Show More ]
Replay Cast
3 days
CranKy Ducklings
3 days
RSL Revival
3 days
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
3 days
Krystianer vs TriGGeR
Cure vs Rogue
uThermal 2v2 Circuit
4 days
BSL
4 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Cure vs Zoun
Clem vs Lambo
WardiTV Invitational
4 days
BSL
5 days
GSL
5 days
Afreeca Starleague
5 days
Monday Night Weeklies
6 days
Afreeca Starleague
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-05-02
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

YSL S3
Escore Tournament S2: W6
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
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.