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[G] Only Losing to What You Know is Coming (PvT) - Page 2

Forum Index > StarCraft 2 Strategy
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FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
January 05 2012 02:37 GMT
#21
Haha, there's a VoidRayRH as well as a VoidRH? Confusing...
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
January 05 2012 03:29 GMT
#22
Some of the moves in this guide are pretty risky, for example trying to prod with a stalker to see if they have marauders is generally not such a good idea. Same with always trying to poke with your stalker, that is simply too risky on some maps, for example on shakuras plateau poking with the first stalker in case of a gas build is extremely risky agianst reaper play.
Gasless marine all-in might also be worth mentioning as it's one of the trickier all-ins to spot, especially if they build rax #2 and #3 further away.

Also I think a few tricks/tips might be worth mentioning:
- if you know your scout timings you can often derive if they have gas or not from the timing of the second depot. For example I 12 scout on metalopolis but can't get in on the second base I scout, I'm fairly sure they did 2nd depot before orbital then thus a gas build is very unlikely, in fact you can almost straight put them on gasless expand.
- if you poke later, for example with a probe, you often won't get up their ramp and see much, still you can often tell something from their marine count. 2 rax goes marine, reactor thus will go 1 to 3 to 5 marines. 1-1-1 will usually go marine, marine, reactor thus goes from 1 to 2 to 4 to 6 marines. If you see only 1 rine for a while you can usually deduce fast reactor or fast tech lab => no factory.
- if you're build allows it it's nice to plant a pylon at the spot the add-on would go, if they are set on a build they will usually lift and place their addon in view of the building pylon. For a cost of only 25 mins you get to see the add-on more reliably and delay it about 6 seconds. It's even better if the lift-off means your probe can get out of a wall-in.
-VoidRay-
Profile Joined December 2011
57 Posts
January 05 2012 05:21 GMT
#23
@Markwerf - I understand what you are saying about the 2nd depot scouting and I totally agree with that, but I do not agree with the "risk factor" of prodding with the stalker. Even if you take more than shield damage or possibly lose the stalker on a map like shakuras where you can't tell if he is 1/1/1ing or just marine fast expanding, I think it is worth the risk. I guess you just have to balance the risk vs reward factor. I will agree though that losing your first stalker very early on in the game is not a good idea ^^
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-01-05 18:09:37
January 05 2012 07:17 GMT
#24
On January 05 2012 08:57 Geiko wrote:
In the fast techlab case, the Zealot/stalker poke can be very dangerous if terran is doing a reaper opening. Would be nice if your guide covered this.
I also disagree with recommending 3 gate or 2 gate robo against a 1 rax techlab FE.
What you refer to as 1-1-1 should be "any tech build"

Your answers to 1 rax gasless fe are also quite bad. This opening is pretty much designed to defend 4 gating, if you chose to all-in you'll have a much higher chance of victory with
-26 probe 2 gas 5 gate zealot/sentry all-in
-1 gate FE into 20 probe 4 gate.

I also beleive that 7 gating is much more standard all-in then 6 gating.


Assuming you make a 2nd stalker and cboost it regardless of what you scout (I fe off 1 gas) it'll pop out 5-10 seconds after the reaper arrives not including the option to reactively cboost it a 2nd time. This is a timing I have observed and also just now tested.

Also unless you some how botched your build and your poke arrives 10-20 seconds late, it's a really really big map, or he does some ultra ultra aggressive concussive like 11 rax 12 gas, his concussive won't finish in time for the poke. You don't even need to stay and try to do any damage. The fact you've seen a marauder eliminates a long list of builds you'd have otherwise never scouted.

The zealot/stalker poke is an amazing scouting tool in PvT. It should be used way, way more often.
Geiko
Profile Blog Joined June 2010
France1939 Posts
January 05 2012 09:25 GMT
#25
On January 05 2012 16:17 Tyrant0 wrote:
Show nested quote +
On January 05 2012 08:57 Geiko wrote:
In the fast techlab case, the Zealot/stalker poke can be very dangerous if terran is doing a reaper opening. Would be nice if your guide covered this.
I also disagree with recommending 3 gate or 2 gate robo against a 1 rax techlab FE.
What you refer to as 1-1-1 should be "any tech build"

Your answers to 1 rax gasless fe are also quite bad. This opening is pretty much designed to defend 4 gating, if you chose to all-in you'll have a much higher chance of victory with
-26 probe 2 gas 5 gate zealot/sentry all-in
-1 gate FE into 20 probe 4 gate.

I also beleive that 7 gating is much more standard all-in then 6 gating.


Assuming you make a 2nd stalker and cboost it regardless of what you scout (I fe off 1 gas) it'll pop out 5-10 seconds after the reaper arrives not including the option to reactively cboost it a 2nd time. This is a timing I have observed and also just now tested.

Also unless you some how botched your build and your poke arrives 10-20 seconds late, it's a really really big map, or he does some ultra ultra aggressive concussive like 11 rax 12 depot, his concussive won't finish in time for the poke. You don't even need to stay and try to do any damage. The fact you've seen a marauder eliminates a long list of builds you'd have otherwise never scouted.

The zealot/stalker poke is an amazing scouting tool in PvT. It should be used way, way more often.


Like I said, the zealot/stalker poke should only be done in that case if you are opening z st st.
I think the standard timing for it is ~5:00 at the ramp at which point concussive should be done on any concussive first build, which is why I recommend walking "under" the cliff rather then up the ramp to scout for units.

To OP, maybe you could also add that standard first marine timing is ~3:04 and anything before or after should get you worried.
Clicking on gas in case of delayed barracks will help you differentiate between gas first builds and proxy barracks.

Your guide doesn't discuss much on the possibility of pylon scouting ( to scout for add ons, 2nd marine etc... ) which some pros do ( I think Sase is famous for this ), maybe add a paragraph on that ?
geiko.813 (EU)
HaruRH
Profile Blog Joined August 2011
Singapore2780 Posts
January 05 2012 09:27 GMT
#26
On January 05 2012 11:37 FabledIntegral wrote:
Haha, there's a VoidRayRH as well as a VoidRH? Confusing...


i believe voidRH's original name was VoidRayRH, but thought it was cheesy, so... :D
It is fucking D4 and you are still alive as a CONFIRMED FUCKING TOWN. This is how fucking terrible scum thinks you are - Koshi
-VoidRay-
Profile Joined December 2011
57 Posts
January 05 2012 13:28 GMT
#27
@ HaraRH - No, I was actually always VoidRay but "FlawlessVoid" decided to change his name to "VoidRH" I have been in RH For a year and a half, I win ^^

@tyrant0 - I agree 100% with the idea that the zealot stalker is an under used scout! I also agree that just the fact that you see the marauder is essentially all the info you were going for anyway so the prodding did exactly what you wanted.
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
opisska
Profile Blog Joined February 2011
Poland8852 Posts
January 05 2012 13:28 GMT
#28
Another guide that takes "seeing a Marauder" as a granted tell of something.

Terrans should start to make 1/1/1s with one single Marauder at the beginning - it is only 25 gas and it confuses the hell out of every toss that has read any guide on TL.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
-VoidRay-
Profile Joined December 2011
57 Posts
January 05 2012 14:17 GMT
#29
opisska, I see what you are saying about "Seeing a Marauder" but has I have said now twice, for the coherency of this guide, I excluded meta-game tactics....
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
mage36
Profile Joined May 2011
415 Posts
January 05 2012 14:40 GMT
#30
Very good guide. Been having trouble reading what the terran is going for and usually have to play this guessing game. This should help quite a lot.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
January 05 2012 14:48 GMT
#31
On January 05 2012 08:57 Geiko wrote:
In the fast techlab case, the Zealot/stalker poke can be very dangerous if terran is doing a reaper opening. Would be nice if your guide covered this.
I also disagree with recommending 3 gate or 2 gate robo against a 1 rax techlab FE.
What you refer to as 1-1-1 should be "any tech build"

Your answers to 1 rax gasless fe are also quite bad. This opening is pretty much designed to defend 4 gating, if you chose to all-in you'll have a much higher chance of victory with
-26 probe 2 gas 5 gate zealot/sentry all-in
-1 gate FE into 20 probe 4 gate.

I also beleive that 7 gating is much more standard all-in then 6 gating.


Especially with the ramp vision change, the 4 gate or even a 6 gate is a pretty bad decision.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
-VoidRay-
Profile Joined December 2011
57 Posts
January 05 2012 14:51 GMT
#32
@ZeromuS (and others)

My suggestion to be "aggressive" was merely that, a suggestion. I personally choose to play a more macro oriented style but there are ways to be very aggressive vs a no gas fast expand. Maybe my ways are not the best but they are ways. As I don't do them often they may have become obsolete. Thanks for the input though.
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
luvy
Profile Joined July 2011
Germany27 Posts
January 05 2012 15:06 GMT
#33
Very nice write-up! I learned a thing or two
www.livestream.com/luvy
WolfBro
Profile Joined December 2011
United States59 Posts
January 05 2012 15:10 GMT
#34
Omg. I have tears in my eyes I'm so happy for this guide (although I think they are just watering from being up all night laddering). I've always wanted someone to make something like this because all the build guides I see tend to just say what to do in each situation, but they don't really go through the signs that lead to each situation.

Thank you so much.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 05 2012 16:35 GMT
#35
On January 05 2012 18:25 Geiko wrote:
Show nested quote +
On January 05 2012 16:17 Tyrant0 wrote:
On January 05 2012 08:57 Geiko wrote:
In the fast techlab case, the Zealot/stalker poke can be very dangerous if terran is doing a reaper opening. Would be nice if your guide covered this.
I also disagree with recommending 3 gate or 2 gate robo against a 1 rax techlab FE.
What you refer to as 1-1-1 should be "any tech build"

Your answers to 1 rax gasless fe are also quite bad. This opening is pretty much designed to defend 4 gating, if you chose to all-in you'll have a much higher chance of victory with
-26 probe 2 gas 5 gate zealot/sentry all-in
-1 gate FE into 20 probe 4 gate.

I also beleive that 7 gating is much more standard all-in then 6 gating.


Assuming you make a 2nd stalker and cboost it regardless of what you scout (I fe off 1 gas) it'll pop out 5-10 seconds after the reaper arrives not including the option to reactively cboost it a 2nd time. This is a timing I have observed and also just now tested.

Also unless you some how botched your build and your poke arrives 10-20 seconds late, it's a really really big map, or he does some ultra ultra aggressive concussive like 11 rax 12 depot, his concussive won't finish in time for the poke. You don't even need to stay and try to do any damage. The fact you've seen a marauder eliminates a long list of builds you'd have otherwise never scouted.

The zealot/stalker poke is an amazing scouting tool in PvT. It should be used way, way more often.


Like I said, the zealot/stalker poke should only be done in that case if you are opening z st st.
I think the standard timing for it is ~5:00 at the ramp at which point concussive should be done on any concussive first build, which is why I recommend walking "under" the cliff rather then up the ramp to scout for units.

I would agree with that. I actually prefer Z st st openings in PvT and usually an expansion right after unless I feel threatened.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
January 05 2012 16:50 GMT
#36
From the current map pool a zealot/stalker poke is only safe, ie. you hit their ramp before concussive finishes on xel naga and close air meta/shattered right? I think the timing is pretty narrow on those maps but you can get away safely with zealot if you do it right but on other maps the marauder can have concussive and potentially kill the stalker.
This is partially the reason that I simply don't go zealot on the larger maps. Can't really poke with it and only delays the expansion. By the time pressure comes on larger maps you can have warpgate finished anyway and simply warp in zealots then.
Risen
Profile Blog Joined March 2010
United States7927 Posts
January 05 2012 17:11 GMT
#37
On January 05 2012 22:28 opisska wrote:
Another guide that takes "seeing a Marauder" as a granted tell of something.

Terrans should start to make 1/1/1s with one single Marauder at the beginning - it is only 25 gas and it confuses the hell out of every toss that has read any guide on TL.


Well, in their defense, that marauder is 50 more minerals, 25 gas away from when your factory first drops and takes longer to complete than marines. You shouldn't discount how making a marauder early will mess with timings.
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
-VoidRay-
Profile Joined December 2011
57 Posts
January 05 2012 17:58 GMT
#38
@Risen, that and you will have a lot less marines because the reactor is delayed. I agree with you Risen but that being said I have been meta-gamed when I have seen a marauder and then they have gone into a 1/1/1. Tricky little Terrans
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 06 2012 00:04 GMT
#39
On January 05 2012 12:29 Markwerf wrote:
- if you're build allows it it's nice to plant a pylon at the spot the add-on would go, if they are set on a build they will usually lift and place their addon in view of the building pylon. For a cost of only 25 mins you get to see the add-on more reliably and delay it about 6 seconds. It's even better if the lift-off means your probe can get out of a wall-in.

I've had players do that to me, and it is a bit annoying. 25 minerals is fairly insubstantial and it can throw your opponent off their timings slightly. Just make sure you've done it a few times and planned for a slight deviation in YOUR build, otherwise you're not reaping any benefit.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
January 06 2012 00:17 GMT
#40
It was a pleasure to read this guide! The addition of pictures greatly improved the reading experience and so did the fact that the paragraphs weren't twenty pages long As to the information presented. There wasn't really anything new for me but it was nice to be reassured of my scouting assumptions.

I would like to add that, especially in lower leagues, build orders aren't always performed in the expected way and in that case an assumption can actually be really dangerous as you are suddenly faced with some wonky all in.
Which proves again that scouting is key in the PvT matchup as Terran really is the race that relies on timings that hit you hard.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
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