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[G] Bronze to Masters, Improving Mechanics - Page 39

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Miket2424
Profile Joined May 2012
United States26 Posts
June 22 2012 22:36 GMT
#761
I have learned the gold 1 Rax FE build so well I can write it out in 10 seconds, and I even know the timings to when I can build my depots without getting blocked. I think this build moved me from silver to gold thus far.

That said, my biggest chellenges always came from Toss. This is because their strongest 1 base attacks always happen from 6 minutes to 8:30. It could be a 4gate, a DT rush or a fast 1 base colossus push. This timing gets at you when you have no static detection, few rines and bunkers which can be forcefielded off from repair.

In any case the early 1 base attack results in a desparate situation to hold off the tide with a shovel. The probelm for me was that I could scout the 1 base play, but would get anxious wondering about which of the many possibilities he would throw my way. Very hard to prepare when you have visions of colossi, DT's and 4 gates swirling around your head. Then sometime they just get a late expo .


I have stopped the 1 rax FE for this reason in my Toss games and I am doing a multi rax marine 1 base opening. Do you think there is a good way to change up the 1 rax FE to combat the timing attacks by Toss with alot of strength and not a crippled struggle?

Thanks! Love the vids!



Zexlion
Profile Joined January 2011
United States12 Posts
June 22 2012 22:53 GMT
#762
On June 23 2012 07:12 Filter wrote:
Show nested quote +
On June 23 2012 07:03 Zexlion wrote:
hello,
I just lost twice in a row to fast marine tank one base push using this build. I can never seem to stop the push with like 15 marine and 2-3 seige tanks. Is there a drastic switch needed to stop the push and if so what is the switch? Any help would be appreciated.


I'll probably cover that push in a video at some point, because it's extremely strong on many levels. You won't see it very often in masters though, and here's why. (it still happens from time to time though)

That push takes almost 0 micro, and very little macro skill to do. The push also gains very little strength with excellent micro. With simple practice you can time it out very easily every time out. What that means is the strength of that push in gold league is going to be very similar to the strength of that push in masters. The correct way to defend against it is good decision making, and good control. That means a lot of players that don't have those areas of their game developed will struggle against it. It still kills me off from time to time, and gave me some of the roughest games when I was smurfing.

You have to make a decision fast, and follow through with it. There are three ways to defend it really.

#1 Make extra bunkers to slow him down and tech to siege tanks. Keeping your bunkers and marines alive is vital. He can't push into your bunkers, but at the same time you can't stop his tanks from firing on yours. Once he gets to 4 tanks you're pretty toast, so you need your own tanks started by that time. Some maps like Antiga are especially vicious for this push because he can siege your main and nat at the same time essentially. You also NEED air control for this to work, you should still be able to maintain a high ground advantage, but you have to shoot his air control out of the sky to be able to use your 1-2 tanks against his 3-4 effectively.

#2 Tech to stim, marine marauder and medivacs. Wait for him to mess up his positioning and go for it. This one is probably the most simple, but also requires the best judgement and is dependent on him making the mistake.

#3 Tech to stim, marine medivac and go for the base trade. He won't have anything to defend, so if you can escape unoticed you can hammer his main and force the base trade. He probably won't have an expansion up by then so if you gun down his CC/Fact/Starport (you can hit reactors, but leave his barracks) then supply depots then finally barracks you can win the game with your 2 cc's vs. his 1 or 0. This is probably the most fun, but by far the most risky.

The last thing, don't worry if you lose to this push. It's strong, it happens and sometimes you just need to play against it a lot to get better.

Edit: And just to clarify, once you make a decision you HAVE to stick with it. You can't try to go for a base trade, then get tanks instead. You need to follow through even if you start to get doubts. One of the best ways to play starcraft is just to do what you're doing all the way, no regrets. Lots of people will try to hold things by reacting, then changing their mind etc and it just ends up a cluster of failure. If you do the wrong stratagy, or make a bad decision but commit and do it well you'll be in great shape. How many times in the GSL does Artosis disagree with something a player does for very good reason, then compliment that player on it working out? How often does a player attempt something, backout halfway through and then lose?


I really appreciate the fast response. I've learned a lot from your build and I've played several other random terrans on ladder who have been using this build as well, and have specifically said "oh are you doing the filter build"? They all mention they have improved a lot mechanic wise from your videos and builds, thanks.
Snoodles
Profile Joined March 2012
401 Posts
June 22 2012 23:14 GMT
#763
On June 23 2012 07:36 Miket2424 wrote:
I have learned the gold 1 Rax FE build so well I can write it out in 10 seconds, and I even know the timings to when I can build my depots without getting blocked. I think this build moved me from silver to gold thus far.

That said, my biggest chellenges always came from Toss. This is because their strongest 1 base attacks always happen from 6 minutes to 8:30. It could be a 4gate, a DT rush or a fast 1 base colossus push. This timing gets at you when you have no static detection, few rines and bunkers which can be forcefielded off from repair.

In any case the early 1 base attack results in a desparate situation to hold off the tide with a shovel. The probelm for me was that I could scout the 1 base play, but would get anxious wondering about which of the many possibilities he would throw my way. Very hard to prepare when you have visions of colossi, DT's and 4 gates swirling around your head. Then sometime they just get a late expo .


I have stopped the 1 rax FE for this reason in my Toss games and I am doing a multi rax marine 1 base opening. Do you think there is a good way to change up the 1 rax FE to combat the timing attacks by Toss with alot of strength and not a crippled struggle?

Thanks! Love the vids!





Personally i love it when the toss rushes me, i just up a few bunkers, defend, and win on the counter attack. I think 2/3 base protoss is much harder to beat.

Scout-wise if you see 2 assimilators but not a lot of sentries or stalkers, it's probably DT. Your ebay should be up in time for you to put a turret in your natural and not have to waste a scan.

Another thing to look at when you scout is the pink bar under the nexus' hp. If they're on one base, and the pink bar is 2/3 or more full, it most likely means they're either stupid bad, or they're preparing a 4gate because theyre saving the chronoboost for warp tech. Either way, you're well off putting down a couple more bunkers. Go back to the tower and if you see a stalker, zealot and probe together, you know what's up.

1 base collosus is all up to how you control your units. positioning and whatnot. I suggest you practice the build orders as protoss against the PC so you know what they look like.


Frolossus
Profile Joined February 2010
United States4779 Posts
June 23 2012 00:39 GMT
#764
wondering if going 15 hatch especially vs T and Z would be better for this macro oriented style
XxVenem94xX
Profile Joined December 2010
United States41 Posts
June 23 2012 00:43 GMT
#765
On June 23 2012 09:39 Frolossus wrote:
wondering if going 15 hatch especially vs T and Z would be better for this macro oriented style

? I'm still kind of new to SC2 so I may be confusing it, but that's what he is doing in his zerg guide, right? 14 Pool, 15 hatch. Unless you mean go to 15 and make the hatch before pool?
Frolossus
Profile Joined February 2010
United States4779 Posts
June 23 2012 01:25 GMT
#766
On June 23 2012 09:43 XxVenem94xX wrote:
Show nested quote +
On June 23 2012 09:39 Frolossus wrote:
wondering if going 15 hatch especially vs T and Z would be better for this macro oriented style

? I'm still kind of new to SC2 so I may be confusing it, but that's what he is doing in his zerg guide, right? 14 Pool, 15 hatch. Unless you mean go to 15 and make the hatch before pool?

yeah, hatch first
15 hatch then 16 pool usually
Mormel
Profile Joined February 2012
Netherlands57 Posts
June 23 2012 11:39 GMT
#767
On June 23 2012 07:36 Miket2424 wrote:
I have learned the gold 1 Rax FE build so well I can write it out in 10 seconds, and I even know the timings to when I can build my depots without getting blocked. I think this build moved me from silver to gold thus far.

That said, my biggest chellenges always came from Toss. This is because their strongest 1 base attacks always happen from 6 minutes to 8:30. It could be a 4gate, a DT rush or a fast 1 base colossus push. This timing gets at you when you have no static detection, few rines and bunkers which can be forcefielded off from repair.

In any case the early 1 base attack results in a desparate situation to hold off the tide with a shovel. The probelm for me was that I could scout the 1 base play, but would get anxious wondering about which of the many possibilities he would throw my way. Very hard to prepare when you have visions of colossi, DT's and 4 gates swirling around your head. Then sometime they just get a late expo .


I have stopped the 1 rax FE for this reason in my Toss games and I am doing a multi rax marine 1 base opening. Do you think there is a good way to change up the 1 rax FE to combat the timing attacks by Toss with alot of strength and not a crippled struggle?

Thanks! Love the vids!





Bunkers, bunkers, bunkers. 3 or 4 on your ramp with SCV to repair should be enough. Helped me with P .
Don't, don't, don't belive the hype
LSF
Profile Joined April 2012
469 Posts
June 23 2012 14:30 GMT
#768
Just to give some more feedback:

Starting using your guide in the beginning of May when I was in bronze and didn't have a clue how to play this game.
Just some minutes ago I was promoted into Gold which seemed so far out of reach only 6 weeks ago.
Funnily enough I got placed straight into rank 1 gold. Sometimes I think the ladder is trolling me

Guess I'll see a lot more of platinum opponents now :eek:

This stuff works and will help you alot if you stick to it and don't get discouraged. Thanks again Filter <3
DeekZ
Profile Joined November 2011
Australia235 Posts
June 24 2012 01:50 GMT
#769
On June 23 2012 07:36 Miket2424 wrote:
I have learned the gold 1 Rax FE build so well I can write it out in 10 seconds, and I even know the timings to when I can build my depots without getting blocked. I think this build moved me from silver to gold thus far.

That said, my biggest chellenges always came from Toss. This is because their strongest 1 base attacks always happen from 6 minutes to 8:30. It could be a 4gate, a DT rush or a fast 1 base colossus push. This timing gets at you when you have no static detection, few rines and bunkers which can be forcefielded off from repair.

In any case the early 1 base attack results in a desparate situation to hold off the tide with a shovel. The probelm for me was that I could scout the 1 base play, but would get anxious wondering about which of the many possibilities he would throw my way. Very hard to prepare when you have visions of colossi, DT's and 4 gates swirling around your head. Then sometime they just get a late expo .


I have stopped the 1 rax FE for this reason in my Toss games and I am doing a multi rax marine 1 base opening. Do you think there is a good way to change up the 1 rax FE to combat the timing attacks by Toss with alot of strength and not a crippled struggle?

Thanks! Love the vids!


Hi, I'm only Platinum atm, versing Diamonds 90% of my games now thanks to Filters guides, TvP is probably my best matchup using the build and a 1 base attack isn't as hard to stop as you might think. Here's what I do:
+ Show Spoiler +
Scout on 14, try to stay in there base long enough to see if they're FE'ing off 1 gate, the first stalker comes out @ around 4:20 so run down to the natural at that time. If you lose your SCV send another one around 5 minutes, if you don't see an expand then they're likely doing a 1 base timing push, scan the main at around 6 minutes and you'll see what they're doing.

Lots of gates is obviously going to indicate a big push, some gates with twilight council could mean they're going to push with blink or it could mean they have a hidden Dark Shrine, save scans until you have a turret up just incase, a few gates+robo could very well indicate a warp prism sentry drop in your main, it's very important that you have vision in the corners of your main, I also keep half of my units at the top of my ramp because if they drop 4 sentries they can FF your ramp forever while they warp in your main and that will pretty much be an insta-loss.

Once you know that they're still on 1 base by 5-6min put up 2 more bunkers in your natural, and try to get as much information on their attack as possible, like the unit comp, where it is, etc, most 1 base attacks will hit just before your first 2 medevacs are out, and possibly before stim so be super careful, bunkers+SCVs will save your life and once you hold them off you're going to be way ahead, so keep building units and SCVs, add more production and a 3rd and push with 4-5 medevacs, stim and 1+ if you started it earlier and it'll be an easy fight.

One last tip I have for 2 base vs 2 base TvP: when you push out at 10min with your stim, +1 and 4 medevacs doom dropping their main can just out-right win you the game if you do it right, make sure you don't have an observer on your army and scan their natural to make sure the protoss army is there and then just load up and drop in the main with D+click, all your units will be out and ready to fight in a decent concave while the protoss is forced to engage in a really shitty choke, remember to rally your barracks to their natural for some sick 2 prong attacking. This has often worked for me vs Diamond league Protoss.
nojok
Profile Joined May 2011
France15845 Posts
Last Edited: 2012-06-24 13:26:01
June 24 2012 13:15 GMT
#770
Started using your terran guide in gold 2 months ago & I've been promoted to diamond today! I climbed to high plat focusing on macro but then I start losing to protoss even if I was better at macroing because of colossi/templars. So I spent more & more time focusing on army & minimap, resulting in bad macro. I focused again on macro, hit the wall again! Macro going shit again. But finally I managed to have decent macro (not as good as when I was in top plat) & my decision making has greatly improved. My army control is still weak, but I know I don't have to worry too much about this at the moment, it's slowly improving with games. Besides I don't have real BO for TvT & TvZ, the only matchup where I know how to make things happen the way I want is TvP. I think it's mostly due to the fact that most of of the protoss play the same way.

So thank you very much for your guide, it helped me to know that my macro was (& still is) shit & how to improve it.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
TheExodus
Profile Joined November 2011
293 Posts
June 24 2012 13:37 GMT
#771
Dammit Filter, all of a sudden everyone I meet are macroing like a boss, it takes forfuckingever to eek out a win now, and there aren't any terrans and only a few zergs left in bronze, I'm guessing thanks to your guides. That leaves PvP to those who are still here
scsequeL
Profile Joined June 2012
47 Posts
June 24 2012 14:31 GMT
#772
On June 23 2012 23:30 LSF wrote:
Just to give some more feedback:

Starting using your guide in the beginning of May when I was in bronze and didn't have a clue how to play this game.
Just some minutes ago I was promoted into Gold which seemed so far out of reach only 6 weeks ago.
Funnily enough I got placed straight into rank 1 gold. Sometimes I think the ladder is trolling me

Guess I'll see a lot more of platinum opponents now :eek:

This stuff works and will help you alot if you stick to it and don't get discouraged. Thanks again Filter <3



Congrats dude !

A buddy of mine started using this guide about 2 months ago. Initially he placed into silver but with the help of this guide and a lot of practice of trying to hit the same supply and scv count by 10:00 minutes, he improved so fast that it blows my mind. He is currently being matched vs master players and is in Diamond league. Would recommend this to anyone..
go go go
Derrida
Profile Joined March 2011
2885 Posts
June 24 2012 16:55 GMT
#773
This is great, I am currently in bronze after a 1 year hiatus. I wish there was a protoss version besides T and Z Watching it made me wish I was playing Terran.
#1 Grubby Fan.
skyyan
Profile Joined April 2012
United States74 Posts
June 24 2012 17:48 GMT
#774
On June 23 2012 07:36 Miket2424 wrote:
I have learned the gold 1 Rax FE build so well I can write it out in 10 seconds, and I even know the timings to when I can build my depots without getting blocked. I think this build moved me from silver to gold thus far.

That said, my biggest chellenges always came from Toss. This is because their strongest 1 base attacks always happen from 6 minutes to 8:30. It could be a 4gate, a DT rush or a fast 1 base colossus push. This timing gets at you when you have no static detection, few rines and bunkers which can be forcefielded off from repair.

In any case the early 1 base attack results in a desparate situation to hold off the tide with a shovel. The probelm for me was that I could scout the 1 base play, but would get anxious wondering about which of the many possibilities he would throw my way. Very hard to prepare when you have visions of colossi, DT's and 4 gates swirling around your head. Then sometime they just get a late expo .


I have stopped the 1 rax FE for this reason in my Toss games and I am doing a multi rax marine 1 base opening. Do you think there is a good way to change up the 1 rax FE to combat the timing attacks by Toss with alot of strength and not a crippled struggle?

Thanks! Love the vids!





I'm a high-ish diamond protoss player and I just wanted to offer a couple suggestions. First, just in general its a good idea to supplement your bunker(s) by adding supply depots to your wall at your natural. This allows you to block off against zlots which are really the meat of a lot of very early 1 base Protoss attacks. Even against colossi at the very least it will buy you a lot of time while the colossi have to pick off the depots before running up the ramp. This is especially true as if protoss is going for one base colossi they will not have hardly any gas left over for anything but zlots. If your scan around 6 minutes isn't able to reveal a robo, throw up a turret behind your bunker and keep a least one scan ready (in case of something crazy like DT drops). Don't worry about wasting a few minerals on a turret or not having one more mule, because the protoss is on one base so you already have a massive econ lead. In general just remember that the longer that the Protoss is on one base and you have two the more ahead you get. Any small delay tactics you feel comfortable with that don't sacrifice your lead will let you have even more stuff to deal with the inevitable push. Try having an scv chilling outside the protoss natural to catch they're inevitable moveout when it does happen. You will see exactly what is coming at you, and for purely psychological reasons you will be more comfortable about dealing with it than playing in the dark. Good luck defeating these 1 base Protosses, I reject them as fellow toss brethren.
http://us.battle.net/sc2/en/profile/457733/1/skyyan/
Miket2424
Profile Joined May 2012
United States26 Posts
June 24 2012 18:26 GMT
#775
On June 25 2012 02:48 skyyan wrote:

I'm a high-ish diamond protoss player and I just wanted to offer a couple suggestions. First, just in general its a good idea to supplement your bunker(s) by adding supply depots to your wall at your natural. This allows you to block off against zlots which are really the meat of a lot of very early 1 base Protoss attacks. Even against colossi at the very least it will buy you a lot of time while the colossi have to pick off the depots before running up the ramp. This is especially true as if protoss is going for one base colossi they will not have hardly any gas left over for anything but zlots. If your scan around 6 minutes isn't able to reveal a robo, throw up a turret behind your bunker and keep a least one scan ready (in case of something crazy like DT drops). Don't worry about wasting a few minerals on a turret or not having one more mule, because the protoss is on one base so you already have a massive econ lead. In general just remember that the longer that the Protoss is on one base and you have two the more ahead you get. Any small delay tactics you feel comfortable with that don't sacrifice your lead will let you have even more stuff to deal with the inevitable push. Try having an scv chilling outside the protoss natural to catch they're inevitable moveout when it does happen. You will see exactly what is coming at you, and for purely psychological reasons you will be more comfortable about dealing with it than playing in the dark. Good luck defeating these 1 base Protosses, I reject them as fellow toss brethren.


Thanks for this input. The actual defense has been suffering because I don't know what he is doing partly because I get engrossed in macro. I'll try those suggestions, we'll see how it goes.
U-Volt
Profile Joined June 2012
1 Post
Last Edited: 2012-06-24 23:19:11
June 24 2012 23:12 GMT
#776
Hey guys, newer player here!

First off, Filter....thanks SO much for these awesome videos. As someone that doesn't have a ton of time to play on account of work/wife/baby, it helps to have a firm goal in mind every time I get a chance to play, and these videos give me just that. I just had a few questions for now, and probably more in the future as I continue to progress. As I said, I'm pretty new to the game so I apologize in advance for dumb questions.

1. You mention that you spam orders a lot, but what exactly are you doing when you do that stuff? Like when you keep dragging over your SCV's in between build orders. Is there a recommended pattern I should be getting into as far as that stuff goes?

2. You also mention a few times to never queue stuff up. So basically, you're saying to only have 1 of anything being built at all times at any facilities?

3. Is there a way to tell an SCV what to build next while he's already building something? Furthermore, is it recommended that I put the SCV's that I have building stuff in a control group?

Thanks in advance for the help guys!

ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
June 25 2012 03:02 GMT
#777
1. Spamming hotkeys and drawing boxes around your units is just a way to warm up your hands and keep them moving during slow parts of the game. If you're warmed up, you'll be able to act faster during crucial moments later on. There's no special pattern you need to follow, although you can use that time to practice your mouse accuracy or boxing accuracy however you see fit.

2. Your goal should be to avoid excessive queuing. Since you have to pay for units in the queue at the time you queue them, you're spending minerals now and getting no benefit for them. It's like loaning your money out with no interest. However, I'd still suggest always keeping 1 SCV building and 1 in the queue for each command center. The 50 minerals tied up is insignificant, whereas constant SCV production is crucial. For your barracks/factories/starports, try to queue as little as possible. If you ever have more than one unit in the queue, you should just cancel the extras and build more production facilities. It's also acceptable to queue units right before big engagements or other situations in the game that may distract you from macroing properly in your base.

3. If an SCV is in the middle of building something, just give it another order as you normally would. You'll have to pay for the building right then, but the SCV will carry out the order as soon as it finishes its current job. If you want to queue up more than one more building, you can hold shift while you issue orders, but this isn't recommended since you'll have to pay for all the buildings up front. Better to just use multiple SCVs.

There's no reason to put building SCVs in a control group. You can right-click the SCV back to minerals while it's building (or shift+right-click it back to minerals if it hasn't started building yet). Otherwise, take advantage of the idle worker display on screen and use the F1 key as needed to grab idle workers.
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.
tbirdd
Profile Joined May 2012
United States11 Posts
Last Edited: 2012-06-25 12:37:48
June 25 2012 12:18 GMT
#778
2. Just wanted to add something, to question #2 answer. So basically, as a beginner you need to know when you can cheat. You can queue up, if you know your BO doesn't require you to build anything else. So you can queue up an extra scv until 10 supply, because the 9th scv will build the 1st supply depot. So you can't queue up the 11th scv until you build the depot. Likewise, you can't queue up an extra @12 because you have to build a rax. But then you don't have to build an obital command until 15 or 16. So you can queue up, as many as you have mineral for from 12-15.

At this point minerals get tight, because you need to make some buildings. And you want to really focus on not queueing any units. You need to build CC, rax, refinery; while keeping constant production of units and also not get supply blocked. Actually, before this time, you don't really have much minerals, so that kept you from queueing much. Now you do, but you must resist, because you need the minerals to build buildings.

One tip, I learned from someone is, scv takes about about 20 seconds to make. So 1 minute to make 3. And you can make about 2 marines/minute. So later on, once your production kicks in a little bit, you can try queueing up 3scv and 2marines (cycles actually, if reactor then 2 cycles is 4 marines). This will give you a consistant minutes worth of production and give you a better chance to keep things continuously building. Be aware and listen for the sound when a units completes, if you aren't queueing units. So you can quickly build another one. And turn on your health bars, so you can see visually when the units will complete. You can queue up another one, if you see it's about to complete.


3. Just wanted to add something, to question #3 answer. Of course the scouting scv, you want to hotkey. But I do sometimes hotkey my scv, that is building stuff. For example, if I have a dedicated scv continuously building supply depot; I will hotkey it to 3. Then it's easier to build the depots. Meaning if I don't hotkey it:> [I move my mouse over and click the scv, press "bs", then left click again to build the depot]. But if it hotkey it, then it becomes essentially a single click, because as I am moving my mouse I have already pressed "3bs". And you repeat this many times, so the savings add up. Another example, is the 1 rax fast expand. I hotkey the scv building the rax to 1, because it will build the depot and the CC. You don't want to queue the depot, because it ties up minerals. So when I know it's time, while rax is still building: I double click 1, "shift-bs" click, and shift right click to the natural. So that scv will be there, when I need to build the CC. What am I doing while that scv is doing it's task? I am building the 1st 2 marines and the orbital command. I'm bronze level, so any shortcuts I can figure out, really helps.
a2thej
Profile Joined June 2012
9 Posts
June 25 2012 17:12 GMT
#779
I wanted to know would u adjust the natural benchmark for 2v2 or 3v3?

Also im a toss player if i could get some solid macro pointers like you helped terran with that would be awesome..

Just keeping my probes q'd up to always having 2 has helped alot, but i feel that the early expo on 2v2 and 3v3 doesnt work as well, how should i change this?
AlphaOmega17
Profile Joined June 2012
United States3 Posts
June 25 2012 22:26 GMT
#780
This has been one of the best videos for helping me improve my game! Thanks Filter! YOU THE MAN!
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