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

Forum Index > StarCraft 2 Strategy
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-VoidRay-
Profile Joined December 2011
57 Posts
Last Edited: 2012-02-07 17:52:55
January 04 2012 19:40 GMT
#1
Only Losing To What You Know Is Coming (A PvT Guide to Scouting)
Written By Voidray

[image loading]

I did a 30 minute stream analysis of PvT Scouting to supplement this thread: http://www.twitch.tv/tangsc/b/303973266. I will upload a few more relevant videos as time becomes available!

Introduction:

+ Show Spoiler +
Hello Team Liquid and thank you all for checking out my first strategy guide on PvT. My name is Charlie, aka Voidray, and I'm a mid/high master protoss player in Clan RH. I think PvT is a matchup that a lot of players struggle in a lot, especially newer players. I've seen people complain so often that terran is OP against protoss. While it is true that “marauders turn Toss to gue” – HuskyStarcraft, I think the belief that the matchup is imbalanced stems more from lack of scouting than weaknesses in strategy or units. For protoss players that are low-diamond or below, think about how many times you have lost to cloaked banshees, 1/1/1, scv all ins, 3 rax, or just some sort of standard pressure because you didn't know it was coming? I personally believe that protoss players of all skill levels can compete with their terran counterparts and in this guide, we will analyze proper scouting techniques to uncover whether your opponent is planning a tricky or standard play as well as the proper reactions so that you will only lose to what you know is already coming. (And, hopefully, lose a lot less!)

I am now going to walk with you through how to scout both common and or uncommon Terran opening. (These are general tips and tricks, as for the sake of this guide I am going to exclude meta-gaming such as building a bunker on the low ground to signify a gasless expand but in fact, they just do some sort of all in without ever expanding.) In every Terran opening, the easiest way that I've found to determine what they are doing is not necessarily by scouting their buildings, but rather by scouting their units. With that being said, I am going to now introduce the “Primary scout, Secondary scout, and the Tertiary scout.”


Primary Scout:

+ Show Spoiler +
[image loading]

Your primary scout is fairly simple and if done correctly, it's the most important scout of all - and that's your probe. Your probe is one of the best ways of scouting your opponent in the early game. For the most part, you need to be checking for two things once you enter a Terran’s base with your scouting probe. The first thing you need to scout is gas. Assuming you don’t get last scout on a 4player map (I will explain what to do if you do end up getting last scout later on) you will be able to get a probe in and out of their base without the marine killing you. In each circumstance whether a Terran has 0,1 or 2 gases the response is inherently different. The second thing your probe needs to do is poke back up the ramp. There are a few different times to do this that will be listed for certain BO’s later but the 2 times I suggest is either around 3:30 or 4:15 in game time, depending on the map. More will be explained later on about what you are looking for with the aid of pictures and explanation as well as what to do once you confirm a certain build.


Secondary Scout:

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[image loading]

Your secondary scout is almost always going to be the first stalker you make. In almost every build order you could possibly choose chronoing out your first stalker is essential! Whether you combine it with a zealot or really whatever unit, your first stalker needs to head over to your opponents base asap! Your stalker is in charge of either confirming your primary scout or figuring out new information. With that being said, it is very important that you keep that stalker alive as it will help you later on if a fast reaper scout comes into your base or just holding off some early pressure.


Tertiary Scout:

+ Show Spoiler +
[image loading]

Your tertiary scout is going to be primarily your observer. There are a few other cases (such as hallucinated phoenix) but for the coherence of this guide, we will make the observer the exclusive tertiary scout. The observers’ job is simple, double confirm your suspicion and reveal anything else that your primary and secondary scouts missed. Instead of just flying your observer into your opponents base and forgetting its very existence, it is very important to really look at what your opponent has. For example, it is easy just to fly in, see an expo and marines and marauders and say, “oh, they must being going MMM…DONE!” But that simply isn’t enough. If you fly over and see 5 barracks and no factory, you know that drops are a long time away but a large stim-push might be imminent. If you see 3 rax and a fast factory, you know your opponent is most likely going heavy drop play. See how actually scouting with your observer can help?

Now that we know how and when to scout, let's see what it all actually means. I will now show you a screenshot for just about every scenario you will see when using this 3 prong scouting technique, and I will also include a recommended reaction. Obviously there will be a difference of opinion as to which response is the “correct” response, but just make sure you have clear-cut responses to the variety of options your opponent might choose.


Scouting the 2 rax reactor tech lab opening (Super common now a days)

+ Show Spoiler +
[image loading]

I decided to start with this because it has become ever so popular because of players like Select! So, with your first probe, or your Primary Scout, you see that the Terran has one gas. This is probably going to be the most common thing to see with your primary scout as most builds (excluding marine gasless expands) require at least one gas. With that being said, the fate of your Terran foe is still to be determined. Because you were gosu and got your probe out after seeing that the Terran had one gas and every building was in check, you then snuck your probe up again at about 4:15 seconds to see the above picture. You see 1 rax with a reactor and another with a tech lab. Nice going probe! Now you know exactly what your opponent is doing, a 2 rax opener into some pressure followed by an expand. Now you’re thinking: “Awesome I know exactly what he is doing, but now what do I do?” Well, there are a few different options and here are two viable responses:

1) 3Gate Opening with 1 Gas: Get 3 gateways and make sure to pump out constant units and chronoing your warpgate tech frequently.
**Pro tip: if you scout a tech lab opening of any sort, chrono on warpgate tech is a must as without warpgates you will not be able to defend that kind of pressure as it is supposed to hit just before warpgate finishes.** This build will allow you to deny the pressure with decent micro and decent force fields and also expand right behind it or sometimes even during it. This build is also great as it allows you to apply some counter-pressure if you stomp the first terran attack.

2) Robo/2Gate with 2 Sentries: Essentially you get 2 gates (with 2 gas) and tack on a robo when you can. Your first 3 units should be 2 sentries and a stalker. This will allow you to force field your ramp as well as have an immortal out in time if needed. This build is great because instead of defending your expo, you are defending your ramp which no experienced terran is stupid enough to walk up with force fields in your back pocket.


Scouting a 1-Rax with tech lab pressure

+ Show Spoiler +
This build has become somewhat obsolete as the 2 rax build has become all the rage but never the less, here is how to deal with this.

[image loading]

When dealing with a 1 rax with fast tech lab you first must understand what the goal of this push is designed to do. The goal is to produce just a few marauders with concussive shell and a marine or two and push you as they expand. This push can be very strong if gone unscouted. In order to defend against this, your primary probe must either scout the tech lab or, at 4:15 when you go back up the ramp, find a marine and marauder ready to kill your probe. Obviously if they have a marauder they are planning to be aggressive some time, so preparing for aggression is the next step.

Preparation for this push is the same as the previous one with one exception: it’s much easier! Although the push comes earlier, if scouted right it easy to defend. Let’s say you read this guide and decided you wanted to do a 3 gate into expand after seeing the tech lab. This will allow you to not only defend, but be aggressive yourself! With your superior number of production facilities you should be able to put on some pressure. The goal of the pressure from you should be to deny the expo by either forcing a cancel or, the more effective way, warp in 3-4 sentries and constantly force field the bottom of his ramp allowing no units to get by. The longer you do this (assuming you have expanded behind your push) the farther you will be ahead. Note, it is important to get your units out of there and constantly hit your force fields or your entire army will die!


Scouting a marine gasless expand

+ Show Spoiler +
This build is still fairly common but you will mostly only see it on bigger maps. So let’s dig in!

[image loading]

Scouting the marine gasless expand is fairly simple as long as they don’t wall off. When using your primary scout (probe) you will walk right up in their base and the first thing you will realize is that they don’t have any gas. Don’t be fooled, this is no mistake! It is fairly easy to scout as it hits your probe right in the face as you see no gas. Now, how do you respond? Well, this is where you can get creative. There are essentially two schools of thought.

One is to be super aggressive and one is to out macro their already macro intensive play. As for the aggressive style (not my favorite) there are a few different options. One is a 4 gate. This would be the only time a 4 gate is viable but it is completely all in. If the 4 gate is scouted and/or fails, the game is as good as over. Secondly you can do a fast expo into a fast 6 gate all in. This is not AS all in as the 4 gate but if it fails to do damage, you are in a lot of trouble. You essentially cut probes around when your natural comes up and make 6 gates, a proxy pylon, as many sentries and zealots as you can with a few stalkers mixed in and hope your attack's execution is better than your opponent's defense. Lastly, I have experimented with a fast 4-6 gate warprism drop. It is the same methodology as the others accept that instead of hitting the heavily fortified bunkered up front, you drop in the main and hope to catch them off guard. Be careful though because this build usually hits right before stim finishes and if your initial warp in doesn’t do very much and stim finishes you, my friend, are screwed!

Now, for my preferred reaction, the macro style. If you see a gasless expand, why not just expand yourself right? Almost the second I see a gasless expand, I cut probes and don’t make any units and simply wait for 400 minerals to expand. What this does is nullify the economic advantage that the Terran is trying to get. The reason this is viable is because the only kind of pressure a Terran can do when gasless expanding is marine pressure. Early on in the game without stim, what unit is good against marines? Stalkers. And with proper micro, stalkers destroy marines in the early game. Not to mention, most Terrans who gasless expand expect the Protoss to pressure therefore an attack of their own requires them to scout very intensely that you are not attacking them! So essentially, this build beats them at their own game and is fairly safe against most aggression as it can only be marines anyway. **Pro tip: if you see a gasless expand, taking immediate map control is a great idea since they won't have marauders with concussive. Keeping a probe on the watch tower and a stalker right outside their base blinds them and allows them no scouting therefore if they decide to pressure, they have to be sure about unloading those bunkers as they are totally in the dark!**


Scouting the 1/1/1

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[image loading]

Oh the 1/1/1…how we all hate you so! We all hate the 1/1/1, but do we all know how to scout it? The main way to scout it is actually with your probe. Assuming your gosu probe went in, saw one gas and got his little probe butt back out of there, it is fairly easy to scout a 1/1/1. There are many tell tale signs to a 1/1/1. The big ones are a lot of marines and a bunker. In the above screenshot you can see my probe finds a few marines huddled around a building bunker. If you see this a red flag should immediately be present! Here is what you need to think to yourself when you see this. “He has gas, yet, all of his units (marines) require no gas…fishy. He is building a bunker which still requires no gas for his no gas units to go into….fishy. So where the hell is this gas going?”

That is what your process should be! The answer is obviously quite simple, into tech. The bunker is for defense against any pressure and also blocks any scout to get into the base. But little did that Terran know that we don’t need to be in his base to scout him. Now that we know what he's doing, we need to determine what we're going to do – and that's not an easy question! As this is not really a Build Order guide, I will only give you a partial answer to this question, but there are TL guides designed specifically to deal with this push. For 90% of the builds though, one thing is certain, you need to tack on your second gas if you haven’t already and you need to get a robo asap. From there, there are a lot of different options many including a fast expand others staying off one base.


Scouting the “Walled-Off Base”

+ Show Spoiler +
[image loading]

So you scout with your gosu probe and you either get denied entry or you get walled in. These two examples are actually extremely different but they do share one thing, they both suck. In the picture above it shows an example of me getting a probe in, scouting, but then getting walled in and I end up losing my probe. I will first go over how to scout from here. (Remember, I scouted 1 gas, normal building timings and I don’t have my probe to prod back up) In this case, your first stalker is going to be ever so important. If this stalker sees a marine(s) and a marauder, it’s a safe bet to assume some sort of early pressure such as the 2 rax or 1 rax pressure with a tech lab.

Another example would be if your stalker popped up and saw a bunker and no marauders. Now remember, we saw at least 1 gas so it would be a good idea to prepare for a 1/1/1. Now for the harder of the two, you get to his base and he is already walled off and all you see is 2 supply depots and a barracks staring you in the face saying, “You shall not pass.” In this circumstance, again, your stalker is going to be super important but unlike seeing 1 gas, we have seen nothing. Because of that, things change! If your stalker sees a marine(s) and a marauder that is just about the only thing you can infer. If you see that, you can infer some sort of pressure just like if you saw 1 gas. Here is where it gets tricky! If you see a bunker on the top of the ramp, unfortunately you cannot just assume 1/1/1. Why? Well, because many times, a bunker goes down in a marine gasless expand to help early pressure as well. So in this case, things get tricky because you don’t know if it is a 1/1/1 or a marine gasless expand. How do we eventually find out? Well, there are a few different ways.

One way would to keep that stalker at the bottom of the ramp and every 30 seconds prod up, take some shield damage and look for a marauder. If you see a marauder, you know they are going bio. If you keep prodding and they haven’t come down to expand and you keep seeing more and more marines, then its most likely a 1/1/1.


Discussion Questions:

+ Show Spoiler +
1) How viable/useful are hallucinated phoenix in PvT?
2) With the reduced cost of protoss upgrades, is there any benefit to delaying your first forge to double or even triple upgrade down the road? What type of scouting information might lead you to going delayed, heavy upgrades?
3) What are some additional, helpful tricks to get crucial scouting information so we can "Only lose to what we know is coming?".


Conclusion:

+ Show Spoiler +
Scouting is an essential part of this game and without it, you simply cannot improve past a point. I hope this guide helped anyone from Bronze – Masters with scouting those pesky Terrans! As this is my first guide, I would really appreciate feedback (positive or negative) so that future guides can be even more concise and helpful. Thank you very much for reading and good luck in your games


- Voidray
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
shadow_orc
Profile Joined June 2011
Canada52 Posts
January 04 2012 20:07 GMT
#2
great guide! Really enjoyed the pics
There are only patterns, patterns on top of patterns, patterns that affect other patterns. Patterns hidden by patterns. Patterns within patterns. If you watch close, history does nothing but repeat itself. What we call chaos is just patterns we haven't re
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
January 04 2012 20:12 GMT
#3
Very nice first post. I like the idea of the videos :D Will check this out in depth sometime.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
K3Nyy
Profile Joined February 2010
United States1961 Posts
January 04 2012 20:13 GMT
#4
Hm.. I don't think you accounted for if he decides to hide his units and show you a few marines. It could be anything from a 3rax to a 1-1-1 or MM with Medivac/Scv allin. It is fairly simple to do all these things but he can throw you off with false reads.
Skyro
Profile Joined May 2010
United States1823 Posts
Last Edited: 2012-01-04 20:18:30
January 04 2012 20:17 GMT
#5
I think one thing you missed out on that you should include is the timing of the 2nd supply depot (which most terrans use as part of their wall-in). A lot of terrans make a fast 2nd supply depot with a gasless expand to quickly wall-off to deny probe scouting, but the mere fact of scouting such an early supply depot can confirm a gasless opening (more or less, I suppose it is possible they could actually cut SCVs to get a really fast 2nd supply depot and metagame you a bit here), and a 2nd supply depot before a 2nd rax indicates there will be no 2-rax pressure coming. Or if you scout a supply drop then that would indicate some sort of proxy/hidden rax marine/SCV all-in.

edit: Oh also the timing of the first marine, which I believe is like 3:09 or so for standard timings. No 2nd supply depot + 1 gas by that time (e.g. the time your probe is chased out) means 2-rax pressure is highly likely.
-VoidRay-
Profile Joined December 2011
57 Posts
January 04 2012 20:20 GMT
#6
Hey K3Nyy,

I understand your point on false reads and although you are true for the coherency of the guide I decided to not include those. I realize that these kind of things can happen but most of the time what you scout is what you get until you get into the higher levels of play. On top of that, even if he does decide to hide his units, with these scouting methods you will eventually scout what he is actually doing.
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
MtlGuitarist97
Profile Blog Joined July 2011
United States1539 Posts
January 04 2012 20:21 GMT
#7
Nice first post VoidRay, keep up the good work for our clan
JarJarGinx
Profile Joined January 2012
United States2 Posts
January 04 2012 22:11 GMT
#8
Nice post: clear, thoughtful, broken up, and nice accompanying images. I give my thumbs up!
gabapenteado
Profile Joined August 2011
Brazil37 Posts
January 04 2012 22:54 GMT
#9
Nice guide!

I´ve been using a gas steal a lot when i see gas and only one rax(to delay 1-1-1), so i want to know, what´s your thoughts on gas stealing?
Venomsflame
Profile Joined February 2011
United States613 Posts
January 04 2012 23:03 GMT
#10
VoidRay = Tang?
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2012-01-04 23:10:09
January 04 2012 23:07 GMT
#11
On January 05 2012 08:03 Venomsflame wrote:
VoidRay = Tang?

No lol we plan on streaming lessons and tutorials together.
EDIT: I will take credit for the first image of this guide though ^_^
Coaching www.allin-academy.com | Team www.All-Inspiration.com
E.H Eager
Profile Joined August 2011
United States227 Posts
January 04 2012 23:37 GMT
#12
This is a really cool guide, very nice job.

Also hallucinated phoenix is a very nice thing to use in all matchups. You can get one out without having to get a robo (obviously), but they are also faster than observers and other than the initial 100/100 cost, they only cost energy.
Again, this was very helpful to look at, and would be useful for all levels of play.
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2012-01-05 00:19:55
January 04 2012 23:57 GMT
#13
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.
geiko.813 (EU)
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 05 2012 00:21 GMT
#14
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, you'll have a much higher chance of win 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.

I think Geiko makes some good points, but if the terran player did a 1rax techlab into reaper, you could put on some pressure with 1zealot/stalker couldn't you? You'd at least know they're going reaper and be able to produce a second stalker or pull back your first one in time to defend.

4gating is just an example of a response against the very early expansion and it "can" work, but obviously it's pretty gimmicky. I like your suggestion about the 5gate zealot/sentry all-in, though: Kiwikaki owned me with that build haha. I like the 1gate FE into 20probe stalker 4gate in response to the gasless FE as well (Have seen Axslav and HuK do similar builds).

I'm not sure about the 7/6gate all-in, I've seen both be effective.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2012-01-05 00:33:38
January 05 2012 00:27 GMT
#15
On January 05 2012 09:21 TangSC 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, you'll have a much higher chance of win 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.

I think Geiko makes some good points, but if the terran player did a 1rax techlab into reaper, you could put on some pressure with 1zealot/stalker couldn't you? You'd at least know they're going reaper and be able to produce a second stalker or pull back your first one in time to defend.

4gating is just an example of a response against the very early expansion and it "can" work, but obviously it's pretty gimmicky. I like your suggestion about the 5gate zealot/sentry all-in, though: Kiwikaki owned me with that build haha. I like the 1gate FE into 20probe stalker 4gate in response to the gasless FE as well (Have seen Axslav and HuK do similar builds).

I'm not sure about the 7/6gate all-in, I've seen both be effective.


Depends on the build, but most if the time, the reaper will reach your mineral line as your zealot/stalker poke arrives at his base. Sure you can do some damage with zealot/stalker in this case but the reaper almost always does more damage (not necessarely probe kills, but mining time loss).
Against techlab first builds you can skip the zealot poke in my opinion and go for a safe 1 gate FE.
If you're dealing with a concussive rush, you can also lose your initial two units if you are not careful which is another reason not to do the "secondary scout"

During the poke, If you're not sure what you are dealing with, it's best to hug the ramp from the side with your zealot and let his high ground unit shoot at you. If you see concussive grenade (with or without slow, not sure how they are called), you already have all the information you need and can go back home without going up the ramp and witout losing any units.
geiko.813 (EU)
K3Nyy
Profile Joined February 2010
United States1961 Posts
January 05 2012 00:29 GMT
#16
On January 05 2012 09:21 TangSC 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, you'll have a much higher chance of win 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.

I think Geiko makes some good points, but if the terran player did a 1rax techlab into reaper, you could put on some pressure with 1zealot/stalker couldn't you? You'd at least know they're going reaper and be able to produce a second stalker or pull back your first one in time to defend.

4gating is just an example of a response against the very early expansion and it "can" work, but obviously it's pretty gimmicky. I like your suggestion about the 5gate zealot/sentry all-in, though: Kiwikaki owned me with that build haha. I like the 1gate FE into 20probe stalker 4gate in response to the gasless FE as well (Have seen Axslav and HuK do similar builds).

I'm not sure about the 7/6gate all-in, I've seen both be effective.


You can have a Marauder out by the time his poke comes and your reaper can be at his base killing probes.
SelK
Profile Joined May 2011
France81 Posts
January 05 2012 00:43 GMT
#17
About the reaper, if you chrono out the 2nd/3rd unit (sentry or stalker) and leave it in base (you won't need it if you just poke to scout) you should be able to defend any early reaper play, although it's a bit risky with a sentry I suppose.

Not sure about the timing if you don't use chrono on gate though.
Geiko
Profile Blog Joined June 2010
France1939 Posts
January 05 2012 00:50 GMT
#18
On January 05 2012 09:43 SelK wrote:
About the reaper, if you chrono out the 2nd/3rd unit (sentry or stalker) and leave it in base (you won't need it if you just poke to scout) you should be able to defend any early reaper play, although it's a bit risky with a sentry I suppose.

Not sure about the timing if you don't use chrono on gate though.


Chronoing out a sentry is the last thing you want to do as it will die to the reaper.

I've been opening 1 gate FE zealot stalker sentry sentry lately, if you do this, you can't afford to stalker poke against tech lab first.

geiko.813 (EU)
SelK
Profile Joined May 2011
France81 Posts
January 05 2012 01:16 GMT
#19
On January 05 2012 09:50 Geiko wrote:
Show nested quote +
On January 05 2012 09:43 SelK wrote:
About the reaper, if you chrono out the 2nd/3rd unit (sentry or stalker) and leave it in base (you won't need it if you just poke to scout) you should be able to defend any early reaper play, although it's a bit risky with a sentry I suppose.

Not sure about the timing if you don't use chrono on gate though.


Chronoing out a sentry is the last thing you want to do as it will die to the reaper.

I've been opening 1 gate FE zealot stalker sentry sentry lately, if you do this, you can't afford to stalker poke against tech lab first.


A zealot won't really help either, so I suppose you have to go zealot stalker stalker or give up on stalker poking if you suspect a tech lab and possibly reaper opening. :/
Albinos84
Profile Joined September 2011
Poland2 Posts
January 05 2012 01:31 GMT
#20
Very nice guide! That should really improve my PvT
just chill
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 ^^
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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.
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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....
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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.
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luvy
Profile Joined July 2011
Germany27 Posts
January 05 2012 15:06 GMT
#33
Very nice write-up! I learned a thing or two
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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.
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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
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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.
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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.
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BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2012-01-06 16:08:26
January 06 2012 00:42 GMT
#41
I was really excited to see this guide, only to find out that I know far more about scouting in PvT, that it is uninformative, and states some things that aren't true. Take the "Pro Tip" regarding chronoing Warpgate as much as possible vs a Tech Lab opening. You can hold just fine using on only chrono one Warpgate depending on your build. You don't need it that fast if you aren't fast expanding since you can FF your ramp for 15 seconds easily buying you time for WG to finish, nor do you need to do that if you spend the chrono on units early instead.

I general, I think you need to restructure it. You begin by stating that there is three stages to scouting which is cool and a good way to organize the information (and what got me excited when I first read this post), and I think the majority of your discussion should be based around what those scouts can and can't see.

Unfortunately, your post gets lost after organizing the information. For instance, you should avoid stating things like this "In each circumstance whether a Terran has 0,1 or 2 gases the response is inherently different" and then follow by making no direct statements about why the response is inherently different, or what the response should be. You do this again with the statement "So you scout with your gosu probe and you either get denied entry or you get walled in. These two examples are actually extremely different but they do share one thing, they both suck" then again simply not following up why they are different or what the response should be.

Instead, you should state something like "In each circumstance whether a Terran has 0, 1 or 2 gases the response is inherently different. If you scout no gasses, we can infer that the Terran is going for Marine/SCV all-in, or a Gasless expand, unless they are just delaying their gas in order to trick you, and thus the followup response is X." And then you could go into the further scout timings that would allow you to figure out which of the three above builds the Terran is doing. Then you could go on about what to do if your initial Probe scout see 1 and 2 gas and finish off with how to respond if your initial scout gets denied, sort of like in a flow chart fashion.

The style I outlined is certainly more informative than randomly picking some popular Terran builds as you did. Especially since there are cases when you don't always want or need to follow up scout. For instance if you scout a Terran on TD Altar going for a 2 rax with your Probe scout, and the Terran didn't even bother building a Marine but instead went straight for a Tech Lab, if you send your first Stalker across the map you very well might meet up with a Marauder with Concussive Shells and simply die. Alternatively, you Stalker could be getting into their base only find out that they are still going 2 rax and then a few seconds later a Reaper leaps into your base at home and is picking off Probes, and you're wishing that Stalker was home. This is stuff you went to mention, you don't always want to blindly send your Stalker across the map (generally it is fine), there isn't always much more the Stalker can see than what the Probe did and the risk could be very high. Thus sometimes you'll want to keep it home, begin picking away at destructible rocks or take a Xel Naga with it.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 06 2012 00:57 GMT
#42
On January 06 2012 09:42 BronzeKnee wrote:
I was really excited to see this guide, only to find out that I know far more about scouting in PvT, that it is terribly uninformative, and states things that aren't true. Take the " Pro Tip" regarding chronoing Warpgate as much as possible vs a Tech Lab opening. You can hold just fine using on only chrono one Warpgate depending on your build. You don't need it that fast if you aren't fast expanding since you can FF your ramp for 15 seconds easily buying you time for WG to finish, nor do you need to do that if you spend the chrono on units early instead.

I don't at all want to start an argument with you, BronzeKnee, because you do make some good points in your criticism but I think you're being a little bit disrespectful of the time and effort Voidray put into writing this guide. There are always going to be differences of opinion as to what response is correct in each scenario, and I think VR did a good job of explaining what he would do. If you're trying to help him write better content (and writing more coherent/helpful content is something everyone can improve at), then at least you could leave out describing people's work so negatively.
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-VoidRay-
Profile Joined December 2011
57 Posts
January 06 2012 01:18 GMT
#43
BronzeKnee, You do make some good points but if anything this guide is geared more towards beginners. As I have said maybe 3 or 4 times now, I left out meta-gaming tactics for the coherency of the guide. There is only so much a beginner can learn and I believe that with this guide it will make PvT a lot easier for a lot of people do mostly to my scouting techniques. There is always going to be a difference in opinion and there is always going to be "but what if" scenerio and that is why Starcraft II is so fun and challenging. If I were to list a response to every possible BO and list all the "what if's" my guide would be infinity long. Instead, I tried to highlight what I thought were some of the most important things.
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TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2012-01-06 01:25:10
January 06 2012 01:23 GMT
#44
On January 05 2012 04:40 VoidRayRH wrote:
So, with your first probe, or your Primary Scout, you see that the Terran has one gas. This is probably going to be the most common thing to see with your primary scout as most builds (excluding marine gasless expands) require at least one gas. With that being said, the fate of your Terran foe is still to be determined. Because you were gosu and got your probe out after seeing that the Terran had one gas and every building was in check, you then snuck your probe up again at about 4:15 seconds to see the above picture. You see 1 rax with a reactor and another with a tech lab. Nice going probe! Now you know exactly what your opponent is doing, a 2 rax opener into some pressure followed by an expand.

As a Master Terran player, just wanted to point out that against a competent Terran player you will never get your Probe back in the Terran's base this way; unless the Terran player does not pay attention (which does happen, of course; it happens to me sometimes, and it's very annoying to let the Probe slip in your base because you weren't careful), one Marine is enough to deny your second Probe scout since with some micro you can kill it before it goes past the Marine range. And against any Zealot/Stalker poke, you will only see Marines (3 or 4 behind wall if he wants to show you that, or 5 on ramp, etc.), so basically you won't be able yet to say “it's 2 rax”. I may add that by the 4'15 mark, any 3 Supply Depots wall can already be completed (the third Supply Depot will be in construction, but your Probe won't be able to enter anyway).
GoStu
Profile Joined January 2012
Canada60 Posts
January 06 2012 04:53 GMT
#45
Question: is there any good way to determine the difference between a gasless expand and an incoming Marine/SCV all-in?
"Honi Soit Qui Mal Y Pense"
-VoidRay-
Profile Joined December 2011
57 Posts
January 06 2012 05:08 GMT
#46
@GoStu There are a lot of different ways and honestly probably better ways than what I'm about to tell you but what I do is when I see a gasless expand I take complete map control and leave a stalker right outside there base so it gives the illusion that there might or might not be pressure coming there way. It essentially makes them think twice about moving out with what would only be marines anyway. So with that being said, you will be able to see it coming all the way from the start of there move out with your stalker and be able to kite with it all the way home while making the appropriate decisions back home. Hope that helped and I stopped getting marine scv all-ind since diamond league and haven't encountered it in probably 200 games so if someone has a better strategy feel free to shout out.
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RabidSeagull
Profile Joined December 2010
United States220 Posts
January 06 2012 05:14 GMT
#47
On January 06 2012 13:53 GoStu wrote:
Question: is there any good way to determine the difference between a gasless expand and an incoming Marine/SCV all-in?


This is one of the most frustrating things about PvT, the 2 builds are similar and a good Terran will make it near impossible to decipher which one he is gearing toward. This guide, which was extremely well written, covers the basic timings for scouting a Terran player which should help answer your question. If you use that "secondary" probe poke followed by the stalker poke you should at least see his all-in before he leaves his base which can mean the difference between winning and losing. If he's careless, you might even get into his base to see extra rax or too many marines for the timing, etc. Hope this helps, maybe a better player can elaborate more
I be the body dropper, the heartbeat stopper. Child educator, plus head amputator
ElusoryX
Profile Blog Joined December 2010
Singapore2047 Posts
January 06 2012 05:18 GMT
#48
thank you, learnt quite a fair bit about scouting with stalkers.
xd
GoStu
Profile Joined January 2012
Canada60 Posts
January 06 2012 05:46 GMT
#49
@VoidRayRH & @RabidSeagull: Much appreciated, I'll see if I can incorporate that into future PvT. I suppose my fear of losing the Stalker to Concussive Marauders is invalid if I scout no gas. I ask because lately I dropped a game like a fool to a Terran who Marine/SCV'd me. I thought he was going to gasless expand and we could have a macro game like gentlemen; I couldn't have been more wrong.

Thanks!
"Honi Soit Qui Mal Y Pense"
-VoidRay-
Profile Joined December 2011
57 Posts
January 06 2012 06:00 GMT
#50
@ GoStu - Np! Feel free to PM me about future stream lessons and things to tune into to help you with your play

@Rabidseagull - Thanks for the kind words and as for the scouting, if you see him coming fro his base, you should have ample time to react as he said.
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evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 06 2012 08:19 GMT
#51
haha just looking at the title I had a notion of

fast forge -> cannon on ramp -> rush observers asap

that'll work right? hahaha
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 06 2012 14:39 GMT
#52
On January 06 2012 17:19 evanthebouncy! wrote:
haha just looking at the title I had a notion of

fast forge -> cannon on ramp -> rush observers asap

that'll work right? hahaha

Haha I have a feeling not
Coaching www.allin-academy.com | Team www.All-Inspiration.com
terranmoccasin
Profile Joined February 2011
United States74 Posts
January 06 2012 15:27 GMT
#53
+ Show Spoiler +

On January 06 2012 09:42 BronzeKnee wrote:
I was really excited to see this guide, only to find out that I know far more about scouting in PvT, that it is terribly uninformative, and states things that aren't true.
...
I general, I think you need to restructure it.
...
Unfortunately, your post gets lost after organizing the information.
...
Instead, you should state something like



Some things stated aren't true 100% of the time, but it's a pretty good guide for someone who is clueless about the matchup. Also, if you know so much more about scouting in PvT and clearly have some great ideas on how to write a better guide, I think everyone could benefit more if you simply created your own guide.

On January 06 2012 09:42 BronzeKnee wrote:
Especially since there are cases when you don't always want or need to follow up scout. For instance if you scout a Terran on TD Altar going for a 2 rax with your Probe scout, and the Terran didn't even bother building a Marine but instead went straight for a Tech Lab, if you send your first Stalker across the map you very well might meet up with a Marauder with Concussive Shells and simply die.

This is a pretty valid point, except I think you ALWAYS want to follow up scout, but not necessarily scouting blindly with your stalker. If you see a tech lab (you usually won't see this tech lab...), regardless of whether or not they made a marine first or if you saw a 2nd rax, it is indeed too dangerous to walk around on the map with your stalker/zealot because like BronzeKnee mentioned, there is the threat of a reaper hopping in your base or your units dying for free from concussive shells.

I usually open Zealot Stalker Stalker (this may not be the best opening anymore, but it still works for me).

1. First zealot checks my base and then around the outskirts of my base for his SCV (which is always going to be hanging out to check for a nexus timing). After, it heads straight toward the Terran base.
2. 1st stalker is rallied to the zealot. They should arrive around the same time due to the Stalkers faster move speed. While the stalker is en route, ideally I still have my Primary scouting probe alive. I sack it to see what’s going on. If I see a marauder I retreat my 1z/1s. If not, pressure/scout.
3. 2nd stalker is left in my base by the mineral line to defend possible reaper.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2012-01-06 16:17:40
January 06 2012 16:02 GMT
#54
On January 06 2012 09:57 TangSC wrote:
Show nested quote +
On January 06 2012 09:42 BronzeKnee wrote:
I was really excited to see this guide, only to find out that I know far more about scouting in PvT, that it is terribly uninformative, and states things that aren't true. Take the " Pro Tip" regarding chronoing Warpgate as much as possible vs a Tech Lab opening. You can hold just fine using on only chrono one Warpgate depending on your build. You don't need it that fast if you aren't fast expanding since you can FF your ramp for 15 seconds easily buying you time for WG to finish, nor do you need to do that if you spend the chrono on units early instead.

I don't at all want to start an argument with you, BronzeKnee, because you do make some good points in your criticism but I think you're being a little bit disrespectful of the time and effort Voidray put into writing this guide. There are always going to be differences of opinion as to what response is correct in each scenario, and I think VR did a good job of explaining what he would do. If you're trying to help him write better content (and writing more coherent/helpful content is something everyone can improve at), then at least you could leave out describing people's work so negatively.


On January 06 2012 10:18 VoidRayRH wrote:
BronzeKnee, You do make some good points but if anything this guide is geared more towards beginners. As I have said maybe 3 or 4 times now, I left out meta-gaming tactics for the coherency of the guide. There is only so much a beginner can learn and I believe that with this guide it will make PvT a lot easier for a lot of people do mostly to my scouting techniques. There is always going to be a difference in opinion and there is always going to be "but what if" scenerio and that is why Starcraft II is so fun and challenging. If I were to list a response to every possible BO and list all the "what if's" my guide would be infinity long. Instead, I tried to highlight what I thought were some of the most important things.


I suppose my initial language was harsh (and I toned down the first sentence and I also added some information for the third paragraph). However, I did so because I feel there is a lot misinformation for beginners, and unfortunately I feel like there is a lot of misinformation on this forum in general. The purpose of scouting is to find out what your opponent and doing, so you can adjust everything you do appropriately. I think the hard part for a lot of people isn't necessary getting the information, it how to adjust with the information they get. I feel like your guide only does the former while hinting here and there at the latter, and the latter is what people (like me) really crave.

I don't think it would be any longer if you talked about the "what ifs" it would simply make your guide more complete (you could cut out a lot). As I said you could discuss the possibilities of one gas, and how to scout them, then off two gas and gasless. Honestly the possibilities off two gas and gasless is pretty limited, and thus you'll focus a lot of time on one gas, but I think it would be much more complete.

Without that kind of information your guide is uninformative because it basically states "If you scout 2 Barracks, you can expect your opponent to build Bio Units! And if you scout a factory, you can expect that he is going to be building some kind of tech units!" The problem is you don't account of other things your opponent could be doing, or discuss when and why you need to scout more, or just immediately prepare for something.


On January 07 2012 00:27 terranmoccasin wrote:
Some things stated aren't true 100% of the time, but it's a pretty good guide for someone who is clueless about the matchup. Also, if you know so much more about scouting in PvT and clearly have some great ideas on how to write a better guide, I think everyone could benefit more if you simply created your own guide.


While I believe I know more than this guide presents, I am in no means an expert on scouting in the matchup and am still learning (which I why I opened this thread in the first place). Thus I do not feel that I am qualified to write a guide yet and do not what to spread misinformation.

I however do feel qualified to criticize (and I attempted to do so constructively) though since I know some things about PvT scouting. It is always easier to criticize than to create information, and thus more people are always qualified to criticize than create, and the creators can use the criticism to enhance their creation.
-VoidRay-
Profile Joined December 2011
57 Posts
Last Edited: 2012-01-06 16:35:52
January 06 2012 16:32 GMT
#55
@BronzeKnee - Although some of your information is possibly right, stating: "I believe I know more than this guide presents" is not constructive or relevant and is simply put there to make you seem superior. If I thought my information was incorrect I wouldn't of written it but the fact is that I do believe it is. There are always going to be different ways of doing things and different opinions but that is just the game. In between your cocky attitude you do bring up interesting points its just the way you go about it that is not constructive. I am by no means an expert either and I am always eager to learn more as well so that being said, I read what you wrote and read through the non-constructive gloating and I thank you for your information.

GL on ladder and best of luck to you,

VoidRay
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: 2012-01-06 16:38:26
January 06 2012 16:37 GMT
#56
On January 07 2012 00:27 terranmoccasin wrote:
Some things stated aren't true 100% of the time, but it's a pretty good guide for someone who is clueless about the matchup. Also, if you know so much more about scouting in PvT and clearly have some great ideas on how to write a better guide, I think everyone could benefit more if you simply created your own guide.


It should be assumed they aren't entirely accurate every time. It's the only way to scout, the only way to gather information on in early PvT, and there are little other assumptions you can make to his build; unless you go ultra fast hallucinate/robo. Day9 pretty much said the exact same things about scouting PvT on his daily on fast reads, though I wish he tl;dr'ed it as whether or not you see a marauder, cause that's basically the difference.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2012-01-06 16:50:23
January 06 2012 16:44 GMT
#57
On January 07 2012 01:32 VoidRayRH wrote:
@BronzeKnee - Although some of your information is possibly right, stating: "I believe I know more than this guide presents" is not constructive or relevant and is simply put there to make you seem superior. If I thought my information was incorrect I wouldn't of written it but the fact is that I do believe it is. There are always going to be different ways of doing things and different opinions but that is just the game. In between your cocky attitude you do bring up interesting points its just the way you go about it that is not constructive. I am by no means an expert either and I am always eager to learn more as well so that being said, I read what you wrote and read through the non-constructive gloating and I thank you for your information.

GL on ladder and best of luck to you,

VoidRay


I said that in response to someone saying why not make your own guide. In my first post, I stated it as part of my argument to lower level players as a reason to look at the guide with a grain of salt.

It appears evident to me that you don't want constructive criticism. Rather than responding to the meat of my argument (or editing your guide if you believe the argument isn't good), you've chewed on the outside, nibbling at the way I write things, rather than what I actually wrote. A good argument (or guide in this case) should defend itself against what content of the criticism (what I wrote), and does not need to defended by attacking the way something is written.

This is evident in the fact that were are discussing gloating and a cocky attitude rather than why or why not you need restructure your guide with information that "could possibly be right" according to you. If it is right it should be in your guide, if it isn't it shouldn't be, and we should be finding that out.

It doesn't bother me either way that a poor guide exists. You can view what I wrote as a cocky holier than thou attitude, or you can just use what I gave you to improve your guide, the same way you can play someone who cheeses you and view them as a jerk and just ignore any lesson that might have taught you, or you can re-watch the replay and improve your game. It doesn't matter to me at all, I made my attempt to improve it.
Huggerz
Profile Joined May 2011
Great Britain919 Posts
January 06 2012 17:06 GMT
#58
I think you should emphasise that no gas does not 100% mean 1 rax FE, I've beaten so many Protoss by building 2 proxy rax after letting him scout 1 in my base because they just play super greedy and don't scout the map
“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
stomp2anewbeat
Profile Joined June 2011
United States36 Posts
January 06 2012 17:31 GMT
#59
Just a quick thing to say to OP, in the section talking about 2 rax, you should include 1 gate expand into bo's you can use. really all you need to do with a 1g expo is produce 1 zealot 2 stalkers (cb these) and then expand, cut probes, lay down 2 gates and a robo, and then a sentry. when sentry is finished you wg and your nexus and your robo should finish as well. its a pretty sexy timing. with your first warp in you need to warp in 3 zealots and you're good. you get a fast expo and you hold his push. the part i need to emphasize is absolutely NO cb on wg. i will provide a replay when i get home.
"So uh, I KILL YOU" MC ~~ Stomp.885 Plat Protoss Add me for Practice :D
-VoidRay-
Profile Joined December 2011
57 Posts
January 07 2012 00:05 GMT
#60
@Stom2anewbeat - This is very true but I see it only being viable on cross spawns or big maps. As said before this is more geared towards beginners so 3 gate is just safer but I do agree with you. Thanks for the input!
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 07 2012 15:39 GMT
#61
On January 07 2012 00:27 terranmoccasin wrote:
+ Show Spoiler +

On January 06 2012 09:42 BronzeKnee wrote:
I was really excited to see this guide, only to find out that I know far more about scouting in PvT, that it is terribly uninformative, and states things that aren't true.
...
I general, I think you need to restructure it.
...
Unfortunately, your post gets lost after organizing the information.
...
Instead, you should state something like



Some things stated aren't true 100% of the time, but it's a pretty good guide for someone who is clueless about the matchup. Also, if you know so much more about scouting in PvT and clearly have some great ideas on how to write a better guide, I think everyone could benefit more if you simply created your own guide.

Show nested quote +
On January 06 2012 09:42 BronzeKnee wrote:
Especially since there are cases when you don't always want or need to follow up scout. For instance if you scout a Terran on TD Altar going for a 2 rax with your Probe scout, and the Terran didn't even bother building a Marine but instead went straight for a Tech Lab, if you send your first Stalker across the map you very well might meet up with a Marauder with Concussive Shells and simply die.

I usually open Zealot Stalker Stalker (this may not be the best opening anymore, but it still works for me).

1. First zealot checks my base and then around the outskirts of my base for his SCV (which is always going to be hanging out to check for a nexus timing). After, it heads straight toward the Terran base.
2. 1st stalker is rallied to the zealot. They should arrive around the same time due to the Stalkers faster move speed. While the stalker is en route, ideally I still have my Primary scouting probe alive. I sack it to see what’s going on. If I see a marauder I retreat my 1z/1s. If not, pressure/scout.
3. 2nd stalker is left in my base by the mineral line to defend possible reaper.

It may not be the "best" opening, but it's solid. I do it almost every PvT, because you can put down 2 more gates if you feel you need to, you can defend any super-early concussive/marine/scv push with z/st/st, and you can poke the front if he's not going techlab barracks. And then, of course, if he's going gasless expand or something similar you can put down your expansion off 1 gate 1gas.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Corsica
Profile Joined February 2011
Ukraine1854 Posts
January 07 2012 15:49 GMT
#62
Question: lets say I scout terran on Tal'darim going 2 rax. And my supply is 24. Is it worth adding 1 more gas to go for 3 gate 2 gas expo, or is it better to go 3 gate 1 gas expo because 2nd gas timing will be late?
SHOOG
Profile Blog Joined December 2011
United States1639 Posts
January 07 2012 17:45 GMT
#63
Great post! One of this things holding me back was my ability to identify possibilities from scouting. I definitely feel like this is going to help my PvT.
-VoidRay-
Profile Joined December 2011
57 Posts
January 07 2012 21:58 GMT
#64
@ Corsica - You can hold a 2 rax with 1 or 2 gas. The only difference is that if you take your second gas your expo timing will be a little bit later and you will be more sentry zealot heavy which is fine. As far as putting down a "late" second gas, a lot of pros now a days are getting 2 gases early on and only using 1 until they need to. This is sort of a "safer" style. So, getting your second gas on 24 or whatever isn't really a big deal at all it just depends what your style is.
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
yourteam
Profile Blog Joined December 2010
United States40 Posts
January 07 2012 22:37 GMT
#65
i really don't understand some of the timings here, how did you get a probe back into his base at 4:15?

i think that's effeectively impossible and is equivalent to banking on your opponent forgetting stimpack or something

also, i don't get Geiko's timing when he said the first marine pops at 3:04? isn't it 3:08-3:10~depending on stack?
TheRiotXL
Profile Joined August 2010
23 Posts
Last Edited: 2012-01-07 23:11:28
January 07 2012 23:08 GMT
#66
May be worth noting. If your build warrants and a terran is not walling and taking one of his gasses, you can always steal his second gas. If the terran goes to kill it you have a much better chance of getting a probe in for a second scout. If they don't kill it, at least you can figure the terran is going for a one gas build so you can skip the robo entirely. I like to cycle this build in every now and again, just a suggestion^^.

Great guide by the way!
-VoidRay-
Profile Joined December 2011
57 Posts
January 07 2012 23:21 GMT
#67
@TheRiotXL yeah, I have been doing that more and more now. It is 100% worth noting!
@YourTeam If they are going 2 rax I would say 50% of the time you can get your probe up there ramp at 4:15 because of there lack of units. (Stim will never be done by then...ever haha) But even if the probe dies you get great scouting information ie: there unit composition and if you make it far enough up, there buildings.
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
NEXUS6
Profile Joined July 2011
United States413 Posts
January 07 2012 23:47 GMT
#68
awesome guide, really useful information for lower league protoss such as myself
Balgrog
Profile Blog Joined March 2011
United States1221 Posts
January 08 2012 00:10 GMT
#69
Very nice guide on scouting, very knowledgeable, and it will greatly help out people who don't know how to scout well. I think the biggest thing to emphasize is that you need to poke up the ramp alot, whether it is with your probe or stalker, you need to get a marine count, see the units he has, if there is a tech lab, reactor, is it researching, can you see other buildings? Also since your shields can recharge, your initial stalker is a very powerful weapon, you can go up and down that ramp all day, force him to throw down a bunker, make him get out extra marines and what not. You need to always be poking at your opponent, and when you poke, you gain valuable information!
The only way to attack structure is with chaos.
NEXUS6
Profile Joined July 2011
United States413 Posts
January 08 2012 01:10 GMT
#70
After reading this guide I hopped on sc2 and played about 5 1v1s, three were against Terran and this information definitely made me more comfortable with the match up. Previously I hated PvT solely because of the seemingly random marine/marauder pressures but now I have a decent understanding of what to expect in terms of early aggression.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
Last Edited: 2012-01-08 01:45:02
January 08 2012 01:42 GMT
#71
On January 08 2012 00:49 Corsica wrote:
Question: lets say I scout terran on Tal'darim going 2 rax. And my supply is 24. Is it worth adding 1 more gas to go for 3 gate 2 gas expo, or is it better to go 3 gate 1 gas expo because 2nd gas timing will be late?


On Tal'Darim, since the rush distances are pretty long, if you see a 2 rax I suggest using the MC 1 gate FE.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136

You'll want the zealot and 3 stalkers outlined in the 2 rax scouting part of the guide so follow that part of the guide there.

With good control you will come out economically ahead and you might even be able to counter push if you kill a lot of his stuff and lose little yourself. Takes some practice and I'm still working on it but its very good though micro based. Just be sure to focus marauders first with the stalkers and then you can kill the marines since they can't run away from stalkers well at all.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
-VoidRay-
Profile Joined December 2011
57 Posts
January 08 2012 01:56 GMT
#72
@NEXUS6 - Hey I'm glad I helped you out For more content on scouting and BO's you can go watch some VODs i'v posted on www.twitch.tv/tangsc I have done a lot of stream lessons regarding scouting and other PvT and PvZ tactics.
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
HankJDoomstorm
Profile Joined September 2011
United States15 Posts
January 08 2012 09:20 GMT
#73
Awesome guide Well written, concise and informative, and the screenshots really helped.

Thanks!
"Being young isn't something you just grow out of"
Warzilla
Profile Joined December 2010
Czech Republic311 Posts
January 08 2012 09:44 GMT
#74
On January 08 2012 00:39 TangSC wrote:
Show nested quote +
On January 07 2012 00:27 terranmoccasin wrote:
+ Show Spoiler +

On January 06 2012 09:42 BronzeKnee wrote:
I was really excited to see this guide, only to find out that I know far more about scouting in PvT, that it is terribly uninformative, and states things that aren't true.
...
I general, I think you need to restructure it.
...
Unfortunately, your post gets lost after organizing the information.
...
Instead, you should state something like



Some things stated aren't true 100% of the time, but it's a pretty good guide for someone who is clueless about the matchup. Also, if you know so much more about scouting in PvT and clearly have some great ideas on how to write a better guide, I think everyone could benefit more if you simply created your own guide.

On January 06 2012 09:42 BronzeKnee wrote:
Especially since there are cases when you don't always want or need to follow up scout. For instance if you scout a Terran on TD Altar going for a 2 rax with your Probe scout, and the Terran didn't even bother building a Marine but instead went straight for a Tech Lab, if you send your first Stalker across the map you very well might meet up with a Marauder with Concussive Shells and simply die.

I usually open Zealot Stalker Stalker (this may not be the best opening anymore, but it still works for me).

1. First zealot checks my base and then around the outskirts of my base for his SCV (which is always going to be hanging out to check for a nexus timing). After, it heads straight toward the Terran base.
2. 1st stalker is rallied to the zealot. They should arrive around the same time due to the Stalkers faster move speed. While the stalker is en route, ideally I still have my Primary scouting probe alive. I sack it to see what’s going on. If I see a marauder I retreat my 1z/1s. If not, pressure/scout.
3. 2nd stalker is left in my base by the mineral line to defend possible reaper.

It may not be the "best" opening, but it's solid. I do it almost every PvT, because you can put down 2 more gates if you feel you need to, you can defend any super-early concussive/marine/scv push with z/st/st, and you can poke the front if he's not going techlab barracks. And then, of course, if he's going gasless expand or something similar you can put down your expansion off 1 gate 1gas.


Yes you can however mcs 1gate fe (which is what you describe) isnt optimal against gasless fe youre simply behind in econ.. i currently struggle between kcds 1gate fe and mcs.. guess when i wanna be extra safe or i see something that doesnt feel right with scouting probe will do mcs one.. however it shouldnt matter because your style should be aimed towards some sort harras via warprism to get on even footing
"AFTER LOST GAME - I usually run around in circles yelling "WHY OH GOD WHY" in my room, pointing towards the sky. After 5 to 10min ,i get tired and go back to playing"
k3m4
Profile Joined May 2011
Germany94 Posts
Last Edited: 2012-01-08 16:21:51
January 08 2012 16:19 GMT
#75
EPIC guide would be really nice if you could make one for PvZ and eventually even PvP too.
But there's one thing you missed: the buildings blocking in PvT. Mostly blocking the barracks addon with a pylon.
Would be really nice if you could include some tips about that.

Edit:
As I usually use Nexus 1st it would be nice to include some special FE(maybe with 1 gate FE too) tips and write down how to hold the pressure if soucet off.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 09 2012 01:54 GMT
#76
On January 09 2012 01:19 k3m4 wrote:
EPIC guide would be really nice if you could make one for PvZ and eventually even PvP too.
But there's one thing you missed: the buildings blocking in PvT. Mostly blocking the barracks addon with a pylon.
Would be really nice if you could include some tips about that.

Edit:
As I usually use Nexus 1st it would be nice to include some special FE(maybe with 1 gate FE too) tips and write down how to hold the pressure if soucet off.

There was a little bit of discussion on pylon blocking the add-ons in the comments. I like 1gate FE more because if you do scout 2rax opening you can delay your nexus, add 2 gates, get warp in time for his push, and counter-pressure right after.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
-VoidRay-
Profile Joined December 2011
57 Posts
January 09 2012 14:14 GMT
#77
@TangSC - I totally agree. I go into almost every game thinking I am going to either 1 gate expand with the assumption I might have to 3 gate expand or that I am going to 1 gate robo to be safe. As far as pylon blocking, I usually only pylon block if I get walled into their base. I will do it then because my probe isn't escaping and I usually complement that with a gas steal too.
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
czaku
Profile Joined June 2011
Poland429 Posts
January 09 2012 16:37 GMT
#78
Really helpful guide, im mid-high diamond and all i needed now in pvt was this scouting help. THANKS
doner0
Profile Blog Joined July 2010
United States233 Posts
January 09 2012 20:07 GMT
#79
sick guide bro. Really impressed with it. clear thought was put into it, and to me that is worthy of all the compliments you have been receiving. The photos were a nice addition. My pvt has gotten so much better. Keep up the good work bro!
-VoidRay-
Profile Joined December 2011
57 Posts
January 10 2012 14:26 GMT
#80
Thanks, I'm glad so many of you have enjoyed it so far. Comments are still welcome whether its criticism or complements.
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 12 2012 16:04 GMT
#81
On January 09 2012 23:14 VoidRayRH wrote:
@TangSC - I totally agree. I go into almost every game thinking I am going to either 1 gate expand with the assumption I might have to 3 gate expand or that I am going to 1 gate robo to be safe. As far as pylon blocking, I usually only pylon block if I get walled into their base. I will do it then because my probe isn't escaping and I usually complement that with a gas steal too.

For the longest time when I was playing protoss in 1v1, I would just open 3gate pressure blindly. It seemed safe/economical enough to both hold off early pressure and get my expansion up pretty early.

For the sake of this guide though, I think it's important to look for things you can "cut" based on scouting information. I have noticed times when I don't need to get those 2 extra gates before expansion (1/1/1, gasless FE). In those circumstances it's very unlikely I'll be pressured hard early, and so 2 stalkers or so is typically enough to defend.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
nefigah
Profile Joined November 2010
United States2 Posts
January 13 2012 05:49 GMT
#82
Great guide, thank you!
Pugwalker
Profile Joined September 2011
50 Posts
January 13 2012 06:07 GMT
#83
I would just like to quickly add that most 2 rax builds ask for 2 raxes before the second depot. Scout for the second depot so if you scout one you know it either isn't a 2 rax or it is slightly delayed. If you don't see a depot that can lead you to further investigate and scout the map for a proxied barracks.
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 13 2012 13:26 GMT
#84
On January 13 2012 15:07 Pugwalker wrote:
I would just like to quickly add that most 2 rax builds ask for 2 raxes before the second depot. Scout for the second depot so if you scout one you know it either isn't a 2 rax or it is slightly delayed. If you don't see a depot that can lead you to further investigate and scout the map for a proxied barracks.

I never thought of scouting the second depot timing, but that actually makes a lot of sense. I normally just probe scout, find out gas/barracks count, and pull out after one marine pops. Then I'll keep the probe at the natural area and scout up to see any addons/bunker/marine count but now I'll be checking to see the depot timing as well.
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bankai
Profile Joined November 2010
362 Posts
January 18 2012 23:06 GMT
#85
Great scouting guide, found this really helpful with the logical breakdown.

Not sure if this is mentioned already, but when scouting 0 gas, can you include something about scouting some common cheese play? I often screw up because I see no gas, think its a gasless expand, but its like a proxy rax or bunker rush
-VoidRay-
Profile Joined December 2011
57 Posts
January 19 2012 04:55 GMT
#86
If you scout no gas and see no barracks is obviously some cheesy play. If you see no gas on a large map, even if it cheese, if you see a barracks in there base, you should be fine to hold it as the rush distance will play in your favor.
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Aftershock912
Profile Joined August 2011
United States15 Posts
January 22 2012 19:44 GMT
#87
Nice, feel free to go ahead and make PvP and PvZ ^_^
Dont Be Perfect, Be Clutch
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
January 22 2012 20:51 GMT
#88
You should really add that if you see a second depot early on it is not going to be a 2 rax, or at least not one that can actually pressure a 1 gate expand. No second depot confirms it is a 2 rax and if you don't see the second rax it is proxied - either that, or the terran is proxying a second depot for some ungodly reason.
Creator of sc2unmasked.com
TheDwf
Profile Joined November 2011
France19747 Posts
January 22 2012 20:57 GMT
#89
On January 19 2012 13:55 VoidRayRH wrote:
If you scout no gas and see no barracks is obviously some cheesy play.

No. You have to check the SCV count, because it could be CC first. (Not on maps like XNC, obviously, but on some it's playable.)
omahahowitzer
Profile Blog Joined November 2008
United States98 Posts
January 22 2012 23:08 GMT
#90
This guide is amazing I've been looking for something like this for so long and never have seen something so well-organized and concise
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
January 23 2012 00:49 GMT
#91
On January 23 2012 05:57 TheDwf wrote:
Show nested quote +
On January 19 2012 13:55 VoidRayRH wrote:
If you scout no gas and see no barracks is obviously some cheesy play.

No. You have to check the SCV count, because it could be CC first. (Not on maps like XNC, obviously, but on some it's playable.)

Yeah, you need to look for a second depot and the orbital timing. Some people might skip an orbital when doing a marine/scv all in, but that's pretty rare.
Creator of sc2unmasked.com
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
January 23 2012 00:53 GMT
#92
good guide to help low leagues improve... but all these stuff are useless once you hit mid master and above.

As terran got better, they will be much more active with their first marine(s) and be smart on how they position them to deny probe scout. Gas or not, the guy could still pull scv off and expand behind a reactor. Greater yet they could even build a quick depo just to deny you scouting early.

Once your cyber finish, you have to choose whether or not to deny enemy scouting OR use your units to scout. Opportunity cost math hit you hardest here which often result in coin flip situation. Reactive play on high level games is almost unseen in the early stage of the game but most likely rock paper scissor with a slight advantage from the terran bc of scans.
Im daed. Follow me @TL_NB
ShObiT
Profile Joined September 2011
Dominican Republic39 Posts
January 23 2012 04:59 GMT
#93
Great Post!!
The Status "Quo" Is just an attemp to stop the change and evolutions of the free minded.
Plutonik
Profile Blog Joined April 2011
Canada329 Posts
January 23 2012 05:20 GMT
#94
I had been searching everywhere for something like this thanks dude!
itsTheSituatioN
Profile Joined June 2011
United States70 Posts
January 23 2012 05:35 GMT
#95
I have a couple of issues with this guide.

First as a few people have already mentioned, a terran player who places 1 marine at the bottom of his ramp, micros correctly, and doesn't put his first rax as part of the wall in, you will not be able to scout anything after the marine is out. Obv doesn't hurt to try since you can pull probe back if you see the terran stutter his marine backwards, but its simply not reliable even if you commit to sacrificing the probe.

Secondly, when you send in the first zealot stalker across the map to poke up the ramp, good terran players are likely to have an scv out on the map, and have a huge window where their scv can come back and confirm your expansion/scout ur entire base. This is most problematic if you're trying to use your poke information to commit to an all in or tech cheese.
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
January 23 2012 14:29 GMT
#96
Heya, I really wanna watch the vid in the op, but when I clickt he link it just takes me to http://www.twitch.tv/tangsc/videos
and the video titled 'Voidray Tutorial: Scouting and Responding in PvT' Isnt actually a tutorial, noones talking during the entire thing its just Void ray's FPview. Is that it, or am i missing something?
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Vexas
Profile Joined November 2010
United States98 Posts
January 23 2012 22:43 GMT
#97
Awesome write-up Voidray! Really great read and is going to help immensely with my PvT (and hopefully the other match ups

Gl and Hf!
"Sooner or later we're all someone's dog" ~Angua
Bloodspartan
Profile Joined September 2011
United States4 Posts
January 25 2012 01:39 GMT
#98
Great simple guide I have been having some issues just understanding some of the scouting info i get
PoW - MiA
HardMacro
Profile Blog Joined September 2011
Canada361 Posts
January 25 2012 02:52 GMT
#99
About the zeal/stalker poke/scout: against fast concussive shell 2-rax openings, the first marauder+rine are finished before you get to his base with concussive shell and either 2 more marauders or 1 more marauder + 2 rines about to finish very soon. Depending on map distance I find this VERY dangerous as getting hit with the first concussive shell essentially means losing both the stalker/zealot in the hands of a Terran with fast reactions.
¯\_(ツ)_/¯ saving this here because I use it, don't know how to make it, and don't know it's name
Jaeger
Profile Joined December 2009
United States1150 Posts
January 25 2012 03:01 GMT
#100
On January 25 2012 11:52 HardMacro wrote:
About the zeal/stalker poke/scout: against fast concussive shell 2-rax openings, the first marauder+rine are finished before you get to his base with concussive shell and either 2 more marauders or 1 more marauder + 2 rines about to finish very soon. Depending on map distance I find this VERY dangerous as getting hit with the first concussive shell essentially means losing both the stalker/zealot in the hands of a Terran with fast reactions.


You can either rescout with your probe just before the zealot stalker poke or poke with zealot probe as soon as the zealot arrives which is before concussive.

Also on many maps like meta and shattered you can run a unit by the edge of the cliff and see what shoots from the high ground while being able to get away safely because the ramp is a long distance from the cliff by ground.
https://www.dotabuff.com/players/8137911
-VoidRay-
Profile Joined December 2011
57 Posts
January 25 2012 05:19 GMT
#101
@HardMacro to add on to what Jaeger said, what I usually do is when I scout someone last or if its a long rush distance, I will actually just send my zealot back home and be very vigilant with my stalker. As you said, one shot with a marauder could be death but if you are keeping a close watch you can either escape or avoid those pesky beings completely. The reason I keep my zealot at home is just because if I do end up losing the stalker, like you mentioned, I don't want to lose both because then i'm in real trouble when his attack comes!

Also what Jaeger said about running your probe back up the ramp right before the scout is super smart and effective. Whenever you keep your probe alive you really should do that first. (Sometimes I'll make a pylon close by before I sacrifice the probe for counter attacks)

Thanks for the comments again guys
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TangSC
Profile Blog Joined July 2011
Canada1866 Posts
January 27 2012 20:44 GMT
#102
On January 09 2012 01:19 k3m4 wrote:
EPIC guide would be really nice if you could make one for PvZ

Voidray may have mentioned the possibility of a new PvZ guide soon ^^
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kcdc
Profile Blog Joined April 2010
United States2311 Posts
January 28 2012 00:33 GMT
#103
I think this is a good guide for newer players, but at high level play, Terrans can deny Protoss meaningful scouting until it's too late to respond. On most maps, Terran can wall his front with an early second depot to stop the probe from getting in, and then push the probe back with the first marine. Then on maps with a closed natural, Terran can simply put a bunker at the natural's choke to prevent Protoss from even seeing whether the Terran has actually expanded. Protoss can sometimes sacrifice a zealot to run by the bunker to see if there's a command center, but that's a pretty expensive scout and you still don't know what Terran is doing--you simply know whether or not they have a command center on the low ground at that time.

I think Protoss's best option is to just accept that they'll be playing mostly blind until Terran shows his hand, and to either roll the dice with a risky build or pick an opening that's decent against most everything until the observer arrives. I've basically cut my probe scouting in PvT. Instead of the standard 13 scout, I now scout at 22 supply on 4 player maps to find the Terran's position, and on 2 player maps, I just move a probe to a tower at 27 supply after my nexus to see if Terran is attacking. If T hasn't moved out by 6 minutes, I'll check his natural, but if I see a bunker, I know that it doesn't necessarily mean that Terran has expanded.

At high level play, I think the value of the scouting information Protoss can get against Terran is pretty overrated. It'd be nice if Protoss could reliably get useful information, but as the game is, I think it's better to just keep your probes at home mining.
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 28 2012 01:39 GMT
#104
oh i like this guide, and at high level i think toss can still scout enough, to know whats coming, simply of what the terran has to show to hold of the scouts, atleast so far i could always guess it, unless they wanted to hide it so badly, that it got delayed so heavily that it wasn't a problem anymore.

About hallucination, i think its nice if the terran walled in with 2 depots and you want to break down the wall with an immortal, without having to wait for the obs or prism, to get the vision. You will get the 2 depots for sure if you get to their ramp. (a hallucinated prism is a really good idea to divert attention, from the ramp so its even easier)
Also for a heavy upgrade gateway only play i think its pretty handy as a scout, as it saves a bit of gas and makes the attack hit a bit faster

Double forge works really nice especially if the terran stays on 1 ebay. But if the terran scouts it and keeps the pace they will be a bit stronger for some time. I had 2 games where i went tripple forge so far and in both my opponents took more losses then me in an attack, so i simply used it as a way to get more ahead. Otherwise tripple forge is imo to expensive, especially since chronoboosting 2 forges is tripple forge.

What i like to use as a scout is a prism instead of the observer (unless i expect cloaked banshees heh). Because if the terran tries to poke early you can punish them with your scout.
ODKStevez
Profile Joined February 2011
Ireland1225 Posts
January 28 2012 01:54 GMT
#105
Thank you, this is a great help ^^
Luppa <3
-VoidRay-
Profile Joined December 2011
57 Posts
January 31 2012 04:49 GMT
#106
@TangSC yeah, I will be putting out a PvZ guide as soon as my new computer is built. I will be doing a stream guide for the PvZ "thing" I'm doing! Stay tuned!!
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
citi.zen
Profile Joined April 2009
2509 Posts
Last Edited: 2012-01-31 05:55:12
January 31 2012 05:51 GMT
#107
How can you ever get the scouting probe back in their base a 2nd time? If you 9 scout you can usually get to see their gas, but that does very little other than rule out a gassless FE. You still have no clue if they are going to all-in you or go for a macro game until you have your observer... at which point it's too late either way, unless you got exceptionally lucky.

There are just so many timings for the T to choose from early and mid game: 2 rax, 3 rax, 2 medivacs, 1/1, 2/2, 1/1/1, banshee, even the occasional thor-marine all in. As the P you just wait in your bases and pray, since you need to choose your path for each of these very differently and do so before you scout them. Then in the mid-game you can't leave your base or you'll get dropped in 2 places and be forced to either turn around and play from behind or just go all in right there.

I love the other two MUs - they feel "reactive" like a real strategy game where there are openings and responses: in PvP I know I can see the gate timing, the saved chrono, 2nd gas timing, etc.; in PvZ the pool timing, gas timing/how much is mined, whether or not they take a fast 3rd, etc. Sadly, playing vs T just feels very differently now.

edit: sorry... kcdc said the same thing already.
Aut viam inveniam, aut faciam.
-VoidRay-
Profile Joined December 2011
57 Posts
January 31 2012 15:07 GMT
#108
I feel as if some of this is true citi.zen but that most of it is not. PvT is a unique match up yes but, unlike PvZ or PvP I scout based on units AND Buildings! Units can be just as telling and sacking a probe to see a marauder is a win in my book. There are so many ways to scout in PvT and "by time your observer is out, its too late" is just not true. First of all, if you feel as if you can't get a scout off fast enough, there is a 1 gate robo into 2 gate expand. This build is SUPER safe and gets out an obs out super quickly. That could be a good build for you to try. As far as moving out, there are less but still many timings to push out before the T even has enough medivacs to drop you like crazy. Also, on top of all that, P can drop too!! I always use a WP in PvT in the early game and as soon as they move out, I drop 2 sentries and 2 zealots into there mineral line and FF it shut. Even if this does minimal damage, its a mind game. It makes the T be VERY careful every time he moves out because he knows he could be getting dropped. On top of ALLLl of that, we have proxi pylons for a reason. I line the entire outline of a map with pylons and so I usually see most drops coming, or if I don't, they simply unload and kill the pylon which alerts me anyway. Yes, PvT is a unique MU and one that requires a little bit of guessing but if I get in and see 1 gas, I always steal. (its a new thing i'm doing) Reasons? 1. It denies or delays 1/1/1, 2. it almost forces them into a 2 rax or some sort of pressure that you force upon them. 3. if they are not smart, you can sometimes slip a unit up after the first or 2nd marine and scout their entire base. So basically, I try to create as many options for myself to scout whether its buildings, quick obs, or units.

Starting either today or tomorrow I will be streaming my ladder everyday and I go over every game. Feel free to stop by and ask questions. If you don't know the link PM me ^^

Hope that helped.
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TangSC
Profile Blog Joined July 2011
Canada1866 Posts
February 04 2012 00:28 GMT
#109
On February 01 2012 00:07 VoidRayRH wrote:
On top of ALLLl of that, we have proxi pylons for a reason. I line the entire outline of a map with pylons and so I usually see most drops coming, or if I don't, they simply unload and kill the pylon which alerts me anyway.

That's so smart, a lot of players overlook the importance of building pylons everywhere and they'll build like 5 pylons right beside each other in the main (I'm guilty of this too sometimes lol). It's so much better to have pylons all over the place - anywhere you might see a drop or some banshees coming in. The ability to warp in units anywhere is a strong offensive and defensive tool, and even if you're building pylons inside your base try to build on the outskirts (ledges) so you can 1) see drops coming 2) warp units down the ledge.
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-VoidRay-
Profile Joined December 2011
57 Posts
February 06 2012 19:11 GMT
#110
@TangSC Yeah, I feel that my mini map awareness isn't even THAT superb but some terran's find it necessary to unload, kill the pylon that has "Spotted them" and the reload and wait for a better time to drop as they have obviously by now been REALLY spotted. So again, even if I miss the medivac do to bad mini map awareness sometimes they reveal themselves which is just a double bonus to the pylon's surrounding the map.
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How2getMaster
Profile Joined August 2011
Germany124 Posts
April 04 2012 13:55 GMT
#111
Well done! Was a pleasure reading.


Greetings.
DiamondToss looking for a team :)
-VoidRay-
Profile Joined December 2011
57 Posts
April 06 2012 20:55 GMT
#112
@How2getMaster - I'm glad it helped. I'm currently working on a PvZ guide atm,
Sign up at www.TangStarcraft.com for free strategy articles, stream lessons, and tutorial videos. PM me for coaching info!
Nyast
Profile Joined November 2010
Belgium554 Posts
April 06 2012 21:48 GMT
#113
On February 07 2012 04:11 -VoidRay- wrote:
@TangSC Yeah, I feel that my mini map awareness isn't even THAT superb but some terran's find it necessary to unload, kill the pylon that has "Spotted them" and the reload and wait for a better time to drop as they have obviously by now been REALLY spotted. So again, even if I miss the medivac do to bad mini map awareness sometimes they reveal themselves which is just a double bonus to the pylon's surrounding the map.


How "soon" do you start to spread pylons over the map ?

I regularly do it in the mid/late game ( after 10' ), but I'm wondering if it's worth the risk doing it in the early/mid game too.
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