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[G] Bronze to Masters, Improving Mechanics - Page 12

Forum Index > StarCraft 2 Strategy
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-Aura-
Profile Blog Joined March 2011
United States209 Posts
May 02 2012 18:29 GMT
#221
On May 02 2012 18:02 `dunedain wrote:
Okay, I know a lot of you have been wondering how to stave off the early pressure or all-ins that Z/P usually do when they see you going Gasless FE.
Here's my suggestion: Scout.

Always keep a marine on the xel'naga, if it gets killed, send 2 more.
For Z, if you see mass Ling numbers as you send out your scout, expect a ling bane all in. If this is the case make a wall with a few bunkers safely behind it to easily get repaired. And like Filter said, Marauders do really good at absorbing bane hits. Just try not to clump them too close together, or else the bling AOE could do significantly more damage, more than they would have if the rauders weren't too clumped up.
Same goes with roach/bling/ling al-in, you can even drop some engibays to absorb more damage than supply depots/bunkers.

For P, you always need to scout their 3rd. Leave a Marine behind the 3rd mineral lines and wait to see that probe drop down the third.
If you see the third go down, you may possibly end the game with your 10 min pressure+good micro.
If you see that the toss has AOE during your 10 min pressure, pull back and start getting the counter to their AOE; You see them teching to Cols, you get an extra starport. You see mass zeals, expect a templar transition, and get your ghost academy down.
The 10min attack isn't meant to outright kill your opponent unless they're playing really greedy or tech heavy. If/When you learn the proper timings to put on pressure and scout what they're doing, you'll learn how to effectively deal with whatever threat you're put against.
Also, always expand behind your 10min attack. <--- VERY important. This helps you give you the economy to sustain your constant production.

Against Terran it's somewhat a little more difficult. Same with other races, always get the Xel'Naga. Your life depends on it.
If the T sees you getting an early expo, and you scout him not doing the same. Expect a few things:
-Banshee -> expo
-Banshee -> MarineTankBanshee 1 base.
-Marine Tank 1 Base push
-Hellion drop
-MarineHellion Elevator
-3/4rax Bio all-in

You can hold off most of these threats by pulling most, if not all, your scvs and using them in your attack. Especially against the TankMarine 1 base pushes.
(It's fine using your scvs for buffer against the attacks because you'll have more since you're on 2bases and just waiting on the medis to come out. When you have your tech, with stim marines all you need to do is split your units properly to nullify siege tank splash damage.)
By the time the banshees arrive in your base, you should have had enough time to drop a turret by each mineral line and one in between your two bases <--This thwarts banshee pressure.
IF his banshee starts picking off your marines, that means he's thinning your army, and most prolly gonna follow up with his 1base MarineTankBanshee all-in follow up.
Hellion drops can be dealt with by also splitting your marine army, and never letting them get clumped up.
Watch Thorzain vs Polt last game from DH stockholm where Thorzain holds off the MarineHellion elevator which in turn puts him at a big advantage, in terms of economy.
And against 3/4rax Bio all in, you need atleast 2 bunkers with repair.
Stay safe Terrans!


I am never able to hold the towers against a zerg. They will just repeatedly kill your marines with 2 or 3 lings. This is only mid diamond, but it's really no big deal for them to do this. and if I move out too many marines at a time and they really allin, all my marines will get killed in the middle of the map. It's easy for a zerg to send 4 lings to kill the 2 marines I send to retake the tower, and we end up playing a game where I am continually throwing away small packs of marines which I can't afford while he matches them with zerglings. You didn't adress the TvZ problem at all, because in this 1 rax FE you CAN'T have map control. It isn't possible. the zerg will always be able to outnumber your marines with lings. At this point I am basically relying on either getting lucky and getting the scouting scv in a second time to scout gas, or just playing blind and hoping no bust is coming.

¯\_(ツ)_/¯ Liquid get more Terrans please...
Nicobarnao
Profile Joined March 2012
Chile1 Post
May 02 2012 18:43 GMT
#222
this is great information!
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
May 02 2012 21:34 GMT
#223
On May 03 2012 03:29 -Aura- wrote:
Show nested quote +
On May 02 2012 18:02 `dunedain wrote:
Okay, I know a lot of you have been wondering how to stave off the early pressure or all-ins that Z/P usually do when they see you going Gasless FE.
Here's my suggestion: Scout.

Always keep a marine on the xel'naga, if it gets killed, send 2 more.
For Z, if you see mass Ling numbers as you send out your scout, expect a ling bane all in. If this is the case make a wall with a few bunkers safely behind it to easily get repaired. And like Filter said, Marauders do really good at absorbing bane hits. Just try not to clump them too close together, or else the bling AOE could do significantly more damage, more than they would have if the rauders weren't too clumped up.
Same goes with roach/bling/ling al-in, you can even drop some engibays to absorb more damage than supply depots/bunkers.

For P, you always need to scout their 3rd. Leave a Marine behind the 3rd mineral lines and wait to see that probe drop down the third.
If you see the third go down, you may possibly end the game with your 10 min pressure+good micro.
If you see that the toss has AOE during your 10 min pressure, pull back and start getting the counter to their AOE; You see them teching to Cols, you get an extra starport. You see mass zeals, expect a templar transition, and get your ghost academy down.
The 10min attack isn't meant to outright kill your opponent unless they're playing really greedy or tech heavy. If/When you learn the proper timings to put on pressure and scout what they're doing, you'll learn how to effectively deal with whatever threat you're put against.
Also, always expand behind your 10min attack. <--- VERY important. This helps you give you the economy to sustain your constant production.

Against Terran it's somewhat a little more difficult. Same with other races, always get the Xel'Naga. Your life depends on it.
If the T sees you getting an early expo, and you scout him not doing the same. Expect a few things:
-Banshee -> expo
-Banshee -> MarineTankBanshee 1 base.
-Marine Tank 1 Base push
-Hellion drop
-MarineHellion Elevator
-3/4rax Bio all-in

You can hold off most of these threats by pulling most, if not all, your scvs and using them in your attack. Especially against the TankMarine 1 base pushes.
(It's fine using your scvs for buffer against the attacks because you'll have more since you're on 2bases and just waiting on the medis to come out. When you have your tech, with stim marines all you need to do is split your units properly to nullify siege tank splash damage.)
By the time the banshees arrive in your base, you should have had enough time to drop a turret by each mineral line and one in between your two bases <--This thwarts banshee pressure.
IF his banshee starts picking off your marines, that means he's thinning your army, and most prolly gonna follow up with his 1base MarineTankBanshee all-in follow up.
Hellion drops can be dealt with by also splitting your marine army, and never letting them get clumped up.
Watch Thorzain vs Polt last game from DH stockholm where Thorzain holds off the MarineHellion elevator which in turn puts him at a big advantage, in terms of economy.
And against 3/4rax Bio all in, you need atleast 2 bunkers with repair.
Stay safe Terrans!


I am never able to hold the towers against a zerg. They will just repeatedly kill your marines with 2 or 3 lings. This is only mid diamond, but it's really no big deal for them to do this. and if I move out too many marines at a time and they really allin, all my marines will get killed in the middle of the map. It's easy for a zerg to send 4 lings to kill the 2 marines I send to retake the tower, and we end up playing a game where I am continually throwing away small packs of marines which I can't afford while he matches them with zerglings. You didn't adress the TvZ problem at all, because in this 1 rax FE you CAN'T have map control. It isn't possible. the zerg will always be able to outnumber your marines with lings. At this point I am basically relying on either getting lucky and getting the scouting scv in a second time to scout gas, or just playing blind and hoping no bust is coming.



Does this really happen to you or just some worst case scenario theorycraft? In my experience with diamond/master zergs, macro players will send 1 ling to your tower and pretty much give up (or not even notice) if you have a marine there and kill it. On maps with 2 towers like Cloud Kingdom or Daybreak, macro zergs are generally content just to hold their own tower. If your opponent is fighting over YOUR tower, expect a bust 90% of the time. You aren't going to lose the game if you spend 200 minerals on extra bunkers (it's cheaper than a scan and you can salvage them later) so just play it safe, especially on a map like metalopolis or tal'darim altar where it's hard to defend your natural and hard to hold towers (or just veto those maps).
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
beerponginvite
Profile Joined May 2012
United States1 Post
May 02 2012 21:49 GMT
#224
Awesome videos!
http://www.youtube.com/user/draxx1s
Filter
Profile Blog Joined November 2010
Canada620 Posts
May 02 2012 22:34 GMT
#225
On May 03 2012 06:34 ShadowDrgn wrote:
Show nested quote +
On May 03 2012 03:29 -Aura- wrote:
On May 02 2012 18:02 `dunedain wrote:
Okay, I know a lot of you have been wondering how to stave off the early pressure or all-ins that Z/P usually do when they see you going Gasless FE.
Here's my suggestion: Scout.

Always keep a marine on the xel'naga, if it gets killed, send 2 more.
For Z, if you see mass Ling numbers as you send out your scout, expect a ling bane all in. If this is the case make a wall with a few bunkers safely behind it to easily get repaired. And like Filter said, Marauders do really good at absorbing bane hits. Just try not to clump them too close together, or else the bling AOE could do significantly more damage, more than they would have if the rauders weren't too clumped up.
Same goes with roach/bling/ling al-in, you can even drop some engibays to absorb more damage than supply depots/bunkers.

For P, you always need to scout their 3rd. Leave a Marine behind the 3rd mineral lines and wait to see that probe drop down the third.
If you see the third go down, you may possibly end the game with your 10 min pressure+good micro.
If you see that the toss has AOE during your 10 min pressure, pull back and start getting the counter to their AOE; You see them teching to Cols, you get an extra starport. You see mass zeals, expect a templar transition, and get your ghost academy down.
The 10min attack isn't meant to outright kill your opponent unless they're playing really greedy or tech heavy. If/When you learn the proper timings to put on pressure and scout what they're doing, you'll learn how to effectively deal with whatever threat you're put against.
Also, always expand behind your 10min attack. <--- VERY important. This helps you give you the economy to sustain your constant production.

Against Terran it's somewhat a little more difficult. Same with other races, always get the Xel'Naga. Your life depends on it.
If the T sees you getting an early expo, and you scout him not doing the same. Expect a few things:
-Banshee -> expo
-Banshee -> MarineTankBanshee 1 base.
-Marine Tank 1 Base push
-Hellion drop
-MarineHellion Elevator
-3/4rax Bio all-in

You can hold off most of these threats by pulling most, if not all, your scvs and using them in your attack. Especially against the TankMarine 1 base pushes.
(It's fine using your scvs for buffer against the attacks because you'll have more since you're on 2bases and just waiting on the medis to come out. When you have your tech, with stim marines all you need to do is split your units properly to nullify siege tank splash damage.)
By the time the banshees arrive in your base, you should have had enough time to drop a turret by each mineral line and one in between your two bases <--This thwarts banshee pressure.
IF his banshee starts picking off your marines, that means he's thinning your army, and most prolly gonna follow up with his 1base MarineTankBanshee all-in follow up.
Hellion drops can be dealt with by also splitting your marine army, and never letting them get clumped up.
Watch Thorzain vs Polt last game from DH stockholm where Thorzain holds off the MarineHellion elevator which in turn puts him at a big advantage, in terms of economy.
And against 3/4rax Bio all in, you need atleast 2 bunkers with repair.
Stay safe Terrans!


I am never able to hold the towers against a zerg. They will just repeatedly kill your marines with 2 or 3 lings. This is only mid diamond, but it's really no big deal for them to do this. and if I move out too many marines at a time and they really allin, all my marines will get killed in the middle of the map. It's easy for a zerg to send 4 lings to kill the 2 marines I send to retake the tower, and we end up playing a game where I am continually throwing away small packs of marines which I can't afford while he matches them with zerglings. You didn't adress the TvZ problem at all, because in this 1 rax FE you CAN'T have map control. It isn't possible. the zerg will always be able to outnumber your marines with lings. At this point I am basically relying on either getting lucky and getting the scouting scv in a second time to scout gas, or just playing blind and hoping no bust is coming.



Does this really happen to you or just some worst case scenario theorycraft? In my experience with diamond/master zergs, macro players will send 1 ling to your tower and pretty much give up (or not even notice) if you have a marine there and kill it. On maps with 2 towers like Cloud Kingdom or Daybreak, macro zergs are generally content just to hold their own tower. If your opponent is fighting over YOUR tower, expect a bust 90% of the time. You aren't going to lose the game if you spend 200 minerals on extra bunkers (it's cheaper than a scan and you can salvage them later) so just play it safe, especially on a map like metalopolis or tal'darim altar where it's hard to defend your natural and hard to hold towers (or just veto those maps).



Yeah I agree with that, I have little trouble holding a tower unless it's a bust in masters. Usually I see a high ling count anyway, and I can't count how many times I've watched the roaches wander past the tower...

Being aggressive about holding towers is really important when you don't have much map control, it really makes a zerg nervous.
Live hard, live free.
-Aura-
Profile Blog Joined March 2011
United States209 Posts
Last Edited: 2012-05-02 22:49:49
May 02 2012 22:42 GMT
#226
On May 03 2012 06:34 ShadowDrgn wrote:
Show nested quote +
On May 03 2012 03:29 -Aura- wrote:
On May 02 2012 18:02 `dunedain wrote:
Okay, I know a lot of you have been wondering how to stave off the early pressure or all-ins that Z/P usually do when they see you going Gasless FE.
Here's my suggestion: Scout.

Always keep a marine on the xel'naga, if it gets killed, send 2 more.
For Z, if you see mass Ling numbers as you send out your scout, expect a ling bane all in. If this is the case make a wall with a few bunkers safely behind it to easily get repaired. And like Filter said, Marauders do really good at absorbing bane hits. Just try not to clump them too close together, or else the bling AOE could do significantly more damage, more than they would have if the rauders weren't too clumped up.
Same goes with roach/bling/ling al-in, you can even drop some engibays to absorb more damage than supply depots/bunkers.

For P, you always need to scout their 3rd. Leave a Marine behind the 3rd mineral lines and wait to see that probe drop down the third.
If you see the third go down, you may possibly end the game with your 10 min pressure+good micro.
If you see that the toss has AOE during your 10 min pressure, pull back and start getting the counter to their AOE; You see them teching to Cols, you get an extra starport. You see mass zeals, expect a templar transition, and get your ghost academy down.
The 10min attack isn't meant to outright kill your opponent unless they're playing really greedy or tech heavy. If/When you learn the proper timings to put on pressure and scout what they're doing, you'll learn how to effectively deal with whatever threat you're put against.
Also, always expand behind your 10min attack. <--- VERY important. This helps you give you the economy to sustain your constant production.

Against Terran it's somewhat a little more difficult. Same with other races, always get the Xel'Naga. Your life depends on it.
If the T sees you getting an early expo, and you scout him not doing the same. Expect a few things:
-Banshee -> expo
-Banshee -> MarineTankBanshee 1 base.
-Marine Tank 1 Base push
-Hellion drop
-MarineHellion Elevator
-3/4rax Bio all-in

You can hold off most of these threats by pulling most, if not all, your scvs and using them in your attack. Especially against the TankMarine 1 base pushes.
(It's fine using your scvs for buffer against the attacks because you'll have more since you're on 2bases and just waiting on the medis to come out. When you have your tech, with stim marines all you need to do is split your units properly to nullify siege tank splash damage.)
By the time the banshees arrive in your base, you should have had enough time to drop a turret by each mineral line and one in between your two bases <--This thwarts banshee pressure.
IF his banshee starts picking off your marines, that means he's thinning your army, and most prolly gonna follow up with his 1base MarineTankBanshee all-in follow up.
Hellion drops can be dealt with by also splitting your marine army, and never letting them get clumped up.
Watch Thorzain vs Polt last game from DH stockholm where Thorzain holds off the MarineHellion elevator which in turn puts him at a big advantage, in terms of economy.
And against 3/4rax Bio all in, you need atleast 2 bunkers with repair.
Stay safe Terrans!


I am never able to hold the towers against a zerg. They will just repeatedly kill your marines with 2 or 3 lings. This is only mid diamond, but it's really no big deal for them to do this. and if I move out too many marines at a time and they really allin, all my marines will get killed in the middle of the map. It's easy for a zerg to send 4 lings to kill the 2 marines I send to retake the tower, and we end up playing a game where I am continually throwing away small packs of marines which I can't afford while he matches them with zerglings. You didn't adress the TvZ problem at all, because in this 1 rax FE you CAN'T have map control. It isn't possible. the zerg will always be able to outnumber your marines with lings. At this point I am basically relying on either getting lucky and getting the scouting scv in a second time to scout gas, or just playing blind and hoping no bust is coming.



Does this really happen to you or just some worst case scenario theorycraft? In my experience with diamond/master zergs, macro players will send 1 ling to your tower and pretty much give up (or not even notice) if you have a marine there and kill it. On maps with 2 towers like Cloud Kingdom or Daybreak, macro zergs are generally content just to hold their own tower. If your opponent is fighting over YOUR tower, expect a bust 90% of the time. You aren't going to lose the game if you spend 200 minerals on extra bunkers (it's cheaper than a scan and you can salvage them later) so just play it safe, especially on a map like metalopolis or tal'darim altar where it's hard to defend your natural and hard to hold towers (or just veto those maps).


I guess it doesn't help that my practice partners know the build I'm doing, but this actually happens in those games. I guess I just have to delay the build by 2 bunkers whenever I lose the tower.

I'm just worried about a zerg that makes 6 initial lings and then does nothing but drone. Those 6 lings can deny me taking the tower at least twice or three times if I send one marine each time.
¯\_(ツ)_/¯ Liquid get more Terrans please...
Filter
Profile Blog Joined November 2010
Canada620 Posts
May 03 2012 00:30 GMT
#227
Hopefully these replays help. Both are against masters zergs. The first replay is a guy that I play on a regular basis, he knows my build inside and out and it's not even close despite the only pressure coming from a drop. I ignored my normal attack timing against him and just crushed him with a strong macro play.

The second game is against a guy that has seen me play a few times, and already played me once. I was able to really hammer him too although it was a much closer game.

http://drop.sc/170983
http://drop.sc/170984

I get baneling busted/roach busted fairly often on ladder and never really have an issue holding it with a marine/hellion marauder comp and no extra bunkers. Sometimes I need to pull back to the high ground but even without extra bunkers it's not too hard to hold. The key to holding those all ins is keeping the incoming lings killed off with your hellions, heavy roach plays get dealt with by marauders.
Live hard, live free.
torm3ntin
Profile Joined October 2009
Brazil2534 Posts
May 03 2012 00:48 GMT
#228
this is legit. watching all the series. thanks a bunch for the vids.
Grubby and Ret fan, but a TERRAN player :D
pm_squad
Profile Joined April 2010
Mexico180 Posts
May 03 2012 00:59 GMT
#229
The series seem cool, but I do think you should do a Diamond to Masters video. I'm stuck somewhere between super high Diamond and low Masters and just can't seem to make the jump...
Borgbilly
Profile Joined May 2012
United States21 Posts
May 03 2012 02:23 GMT
#230
I'm a high silver league player that's been following your guide up to the silver league portion of it. I've been doing extremely well in TvP, winning almost every game of that matchup, and doing decently against zerg as long as I'm still alive after 10 minutes.

I'm sucking it up in TvT though and I've gone 1-6 over my past 7 TvT's. My biggest problems seem to be drops and siege tank lines- I notice that I usually (not always, but usually) have a significant macro advantage, and then by one of the two above I lose everything.

Here's some replays of me getting smashed in TvT:
http://drop.sc/171025
http://drop.sc/171023
http://drop.sc/171024

I don't understand: how is it that I do so well at TvP, yet suck so much at TvT?
-Aura-
Profile Blog Joined March 2011
United States209 Posts
May 03 2012 03:06 GMT
#231
On May 03 2012 09:30 Filter wrote:
Hopefully these replays help. Both are against masters zergs. The first replay is a guy that I play on a regular basis, he knows my build inside and out and it's not even close despite the only pressure coming from a drop. I ignored my normal attack timing against him and just crushed him with a strong macro play.

The second game is against a guy that has seen me play a few times, and already played me once. I was able to really hammer him too although it was a much closer game.

http://drop.sc/170983
http://drop.sc/170984

I get baneling busted/roach busted fairly often on ladder and never really have an issue holding it with a marine/hellion marauder comp and no extra bunkers. Sometimes I need to pull back to the high ground but even without extra bunkers it's not too hard to hold. The key to holding those all ins is keeping the incoming lings killed off with your hellions, heavy roach plays get dealt with by marauders.


Okay, thanks. How about 3 gate Void Ray allin? Lost to that twice so far >.> Just seems like when he hits even if I have 3 bunkers I will lose with a VR in my mineral line.
¯\_(ツ)_/¯ Liquid get more Terrans please...
Filter
Profile Blog Joined November 2010
Canada620 Posts
May 03 2012 03:36 GMT
#232
When you scout look for high chrono and double gas, double check the expand @6 minutes and with your scouting scv (high chrono, double gas) watch his nexus... if you see a double chrono go off, 1 on his cyber and 1 on a mystery building you know it's a void ray all in.

I scout around a lot with my first 2-3 marines to spot any proxy players (and catch most of them). You need to stop a proxy pylon from going up so he can warpin on your high ground and you have to micro your marines to near perfection against the voidray itself. Once he can warpin on the high ground and the voids get charged it's over.

It's extremely challenging to stop that particular all in, but it can be done.
Live hard, live free.
-Aura-
Profile Blog Joined March 2011
United States209 Posts
May 03 2012 03:59 GMT
#233
Ah ok, thanks again. Those two replays you give aren't such great examples. In the game on Metropolis your 1 drop snipes his infestation pit before he can get a single infestor lol. After that it's basically GG because he can make nothing but pure lings. He is forced into a weird base trade attempt. And in the ANtiga game why does your opponent never tech up to tier 2? He just sits on roach ling bling until the 22 minute mark. That doesn't seem like the best idea, especially considering all your marauders.

If you face bling busts on ladder a lot would you mind posting up some of those replays? Sorry to be bothering you, but I keep losing
¯\_(ツ)_/¯ Liquid get more Terrans please...
Beebs
Profile Joined May 2012
2 Posts
May 03 2012 04:59 GMT
#234
This is too funny! Had to make an account and stop being a lurker to post this.

I just started following the bronze-level stage of this guide... and ran into someone doing what I think was the gold-level version!!! Needless to say, his thousands of marines with upgrades and medivacs slaughtered my army of thousands of basic marines. But it was pretty hilarious. Thought I'd post the reply for fun The moment when our two armies meet for the first time just after 10 minutes is absurd. And I was super close on my benchmarks (expo @ 3:55 and 49 scv @ 10 minutes), which was exciting.

http://drop.sc/171062
enigamI
Profile Joined May 2010
Canada385 Posts
May 03 2012 05:03 GMT
#235
On May 03 2012 13:59 Beebs wrote:
This is too funny! Had to make an account and stop being a lurker to post this.

I just started following the bronze-level stage of this guide... and ran into someone doing what I think was the gold-level version!!! Needless to say, his thousands of marines with upgrades and medivacs slaughtered my army of thousands of basic marines. But it was pretty hilarious. Thought I'd post the reply for fun The moment when our two armies meet for the first time just after 10 minutes is absurd. And I was super close on my benchmarks (expo @ 3:55 and 49 scv @ 10 minutes), which was exciting.

http://drop.sc/171062

rofl nice. I love moments like those, haha.
Salts
Profile Joined October 2010
Canada32 Posts
Last Edited: 2012-05-03 09:44:37
May 03 2012 09:44 GMT
#236
Thanks for the awesome videos. I gave up Starcraft for school last August/September and couldn't resist coming back as soon as my finals were over. I've been struggling a ton though (got demoted to platinum) so I decided to try to find some help videos and stumbled across these. I've only watched and practiced the bronze videos with computers so far (modified it for Toss) and already I'm feeling more confident than I did when I was high diamond. I always knew there was something I wasn't getting about the game but I couldn't figure out it was. You're illuminating that elusive aspect of the game for me though.

Also, not that your videos aren't extremely helpful already, but have you ever considered making videos not unlike those on KhanAcademy.org? If you haven't heard of it, it's a website with 3,000+ ~10 minute videos to help people understand basic concepts in school, particularly math. It began as a hobby of the site's creator but quickly turned into something so much more and now outsiders are studying what makes the site so useful and successful. One of the big findings is that the short video lengths are actually very helpful to students because the human mind isn't especially adept at concentrating for longer periods of time than that. Maybe, if you intend to continue making these videos, in the future you could try making similarly short videos on basic concepts like splitting marines, getting a good concave, how to slow down zerg econ, setting up proper tank lines and why different formations are better in different situations, etc.? (With demonstrations of both the right way and the wrong way of doing things, so that the results clear as day, afterwords.)

Again, your videos are already awesome. This is only a suggestion. I just thought I'd mention it since shorter video length (~10 minutes) is evidently both more attractive and more helpful to those looking to learn from them, and also because I think the entire Starcraft community would benefit enormously from such videos.
Filter
Profile Blog Joined November 2010
Canada620 Posts
May 03 2012 09:54 GMT
#237
On May 03 2012 18:44 Salts wrote:
Thanks for the awesome videos. I gave up Starcraft for school last August/September and couldn't resist coming back as soon as my finals were over. I've been struggling a ton though (got demoted to platinum) so I decided to try to find some help videos and stumbled across these. I've only watched and practiced the bronze videos with computers so far (modified it for Toss) and already I'm feeling more confident than I did when I was high diamond. I always knew there was something I wasn't getting about the game but I couldn't figure out it was. You're illuminating that elusive aspect of the game for me though.

Also, not that your videos aren't extremely helpful already, but have you ever considered making videos not unlike those on KhanAcademy.org? If you haven't heard of it, it's a website with 3,000+ ~10 minute videos to help people understand basic concepts in school, particularly math. It began as a hobby of the site's creator but quickly turned into something so much more and now outsiders are studying what makes the site so useful and successful. One of the big findings is that the short video lengths are actually very helpful to students because the human mind isn't especially adept at concentrating for longer periods of time than that. Maybe, if you intend to continue making these videos, in the future you could try making similarly short videos on basic concepts like splitting marines, getting a good concave, how to slow down zerg econ, setting up proper tank lines and why different formations are better in different situations, etc.? (With demonstrations of both the right way and the wrong way of doing things, so that the results clear as day, afterwords.)

Again, your videos are already awesome. This is only a suggestion. I just thought I'd mention it since shorter video length (~10 minutes) is evidently both more attractive and more helpful to those looking to learn from them, and also because I think the entire Starcraft community would benefit enormously from such videos.


The short videos are something I know about, and I struggle to keep the lengths down as much as I can without cutting anything too important. I do try really hard to stick to a single concept in each video, with the occasional video adding a second concept midway through. I think that's why my content has proven effective so far, it comes in very small doses.

I will keep the micro based videos/engagement stuff short, and probably just do them as their own series.

Live hard, live free.
Pleks
Profile Joined February 2012
United Kingdom14 Posts
May 03 2012 10:29 GMT
#238
Thank you for putting this together. I have struggled for a while to get round the idea of getting X amount of Y by Z. Its been very helpful for me to have something to work towards and compare against.

I am seeing large improvements in my playing and things becoming ingrained into muscle memory rather than having to conciously think things all the time. Also a much greater understanding of when to build something.

I look forward to getting well established with the level I am at now and moving on to the next set.
BurningRanger
Profile Joined January 2012
Germany303 Posts
Last Edited: 2012-05-03 13:18:16
May 03 2012 12:52 GMT
#239
On May 03 2012 11:23 Borgbilly wrote:
I'm a high silver league player that's been following your guide up to the silver league portion of it. I've been doing extremely well in TvP, winning almost every game of that matchup, and doing decently against zerg as long as I'm still alive after 10 minutes.

I'm sucking it up in TvT though and I've gone 1-6 over my past 7 TvT's. My biggest problems seem to be drops and siege tank lines- I notice that I usually (not always, but usually) have a significant macro advantage, and then by one of the two above I lose everything.

Here's some replays of me getting smashed in TvT:
http://drop.sc/171025
http://drop.sc/171023
http://drop.sc/171024

I don't understand: how is it that I do so well at TvP, yet suck so much at TvT?

Without having watched the replays, I had the same problem with tanks. You have to keep in mind that you usually don't have to attack into them head on. Get tanks yourself and use the medivacs as spotters
If he tries to contain you with tanks, you should be able to keep him from attacking up your ramp. Maybe get a few vikings to snipe his airunits that he needs for highground vision and let your tanks fire down from the cliffs. Usually his losses will eventually force him to give up the contain. Another option is to load up 1 or 2 medivacs and drop his base, but be careful that he doesn't use this to push up your ramp.
If he uses the tanks just to turtle, stay calm, expand all over the place and start dropping his base and/or get cloaked banshees and snipe the tanks. Add loads of production buildings so you can insta-remax your army. Get Upgrades... all of them. Against a turtling player you can usually win a war of attrition. You just need to do decent damage and he'll eventually run out of resources and has to leave his comfort zone.

Edit: Oh yes, the drops... stay calm, pull away scvs to the other base (if main dropped, send scvs to natural minerals and vice versa) so you don't lose too much of mining time. Then grab your bioball and chase him away (Just a little thing... they tend to move through the ramp as a train and will arrive at the drop like that, which is bad. Send em near the drop, wait for them to clump up a bit again, then attack the drop.). If you have Vikings you may wanna fly them around the drop to shoot down fleeing medivacs. Again, don't panic. If he destroys a few depots, it's not too important. Those are very easy to replace quickly (On a sidenote: 1 medivac with 8 marines is 500minerals and 100gas. He has to do a lot of damage to make this worthwhile). SCVs are a lot more important. That's why you save them first. If he drops you over and over, place a few turrets at the cliffs and/or have a few vikings patroling.
My Livestream: http://www.twitch.tv/burningranger | My youtube channel: https://www.youtube.com/user/BurningR4nger
SwampFox1474
Profile Joined April 2012
United States4 Posts
May 03 2012 13:55 GMT
#240
Thanks Rimak, those threads all contain good info. I'm starting to get the hotkeys memorized without having to think about it. Now, I'm concentrating on muscle memory - check nexus,check production, minimap, army, minerals - rinse repeat.
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