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The HotS Terran Help Me Thread - Page 329

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
KonanTenshi
Profile Joined June 2012
Sweden210 Posts
December 11 2014 05:45 GMT
#6561
Would be easier to help you out with a replay.

first of all, you don't need to expand like a mad man, keep 1-2 bases up and you should do just fine, make sure your infrastructure is keeping up to the base count. Drop your opponent everywhere and try to drag him thin. If you're in the lead you don't need to "punish" a mistake, just get further ahead by expanding/upgrades or build an expensive army. Going for the kill move is harder than one might think.Also deny bases.
Curious
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
December 11 2014 12:30 GMT
#6562
On December 11 2014 06:27 NexT_SC2 wrote:
So I feel like recently with all my games, I always deflect whatever my opponent does in early to mid game but never know how to punish their failed attempt. I don't lose scvs or important tech. I try to macro up and go for a big attack considering they've wasted resources on a failed attack. Then when I get to their base they're all turtled up on 2 bases with siege tanks/ nexus canon and I can't break them. I try to expand a lot because they're turtling but they just kill them with their maxed out army shortly after they finish. Then because I've invested so much in economy my army can't fight theirs and I just slowly starve/ lose. Is it partly because I underestimate myself at certain points in the game maybe or is my macro just bad? I don't feel like uploading replays but I can if it's needed.

Thanks


Are you overmaking workers perhaps? If you're not doing a style that involves constant trading / multipronged harass, you dont really want to make more than 66 workers (16 on minerals 6 on gas for 3 base). Even if you just overmake workers to ~75, you're missing out on 10 army supply which with the way big engagements work in SC2 can make you lose battles when you otherwise have a lead. Overmaking workers is just as bad as undermaking them.

You also can't really attack into a defensive 2 base player, just take 1 more expand than them and don't let them expand. Keep your army on their side of the map pre-split so that, even if you for some reason lose the first engagement, you have time to remake your army before they get across the map.

It's also really important to set up defensive positions and posture your army. Clear creep in TvZ, make defensive planetaries in TvZ / TvP, make turret rings and sensor towers in TvT. If you ever find yourself floating minerals and unable to engage on a map with lots of bases, start adding on orbital commands and sacrificing workers (as a general rule of thumb for me, I make ~8 Orbitals before I sacrifice any workers and usually sacrifice around 20). Always make sure you have sufficient infrastructure (like 13+ unit producing buildings in late gamewhen you have a bank).
In Somnis Veritas
vhapter
Profile Joined May 2010
Brazil677 Posts
Last Edited: 2014-12-11 16:56:18
December 11 2014 16:53 GMT
#6563
As I protoss player, I've noticed something that's outdated in the OP.

TheDwf wrote:
When scouting a Protoss you want to look at the following things:

- Energy on Nexus.
- Number of gases (and look how much gas he mined to know if he took them at the standard timings) + how many Probes are mining.
- Number of Pylons (should be 3 shortly before your SCV has to leave).
- Pylon and building placement (Pylons in a corner on in the back should make you suspicious).

- His first units.

The line about the number of pylons is incorrect. Assuming the protoss is msc expanding, his third pylon will most likely be started after his second gas and msc, which is at most slightly before the reaper arrives. You can't reliably spot that pylon. For instance, if he builds it behind his mineral line and you send the scv there to scout, your scv is probably dead.

There's a minor typo in the second sentence ("on" instead of "or"). That aside, most good protosses place pylons on the edge of their base to spot floating proxy factories, just like terrans do to spot oracles, and it's also handy against drops later on. It's also common to place pylons where the reaper might attempt to sneak in, since it takes a while for your stalker to pop out, which means you can't perfectly zone out the reaper until then.

I mean, yes, the protoss can drop a stargate in the corner of his base. That's actually common when you do go stargate. But it may also confuse players who don't realize it oftentimes means nothing besides "I want more vision inside my base" imo. This would be clearer if there was a more detailed explanation of these items, that is to say, a "spoiler note" for each of them.
To live is to fight, to fight is to live!
Kvassten
Profile Joined May 2012
Sweden159 Posts
December 11 2014 20:15 GMT
#6564
On December 12 2014 01:53 vhapter wrote:
As I protoss player, I've noticed something that's outdated in the OP.

Show nested quote +
TheDwf wrote:
When scouting a Protoss you want to look at the following things:

- Energy on Nexus.
- Number of gases (and look how much gas he mined to know if he took them at the standard timings) + how many Probes are mining.
- Number of Pylons (should be 3 shortly before your SCV has to leave).
- Pylon and building placement (Pylons in a corner on in the back should make you suspicious).

- His first units.


The line about the number of pylons is incorrect. Assuming the protoss is msc expanding, his third pylon will most likely be started after his second gas and msc, which is at most slightly before the reaper arrives. You can't reliably spot that pylon. For instance, if he builds it behind his mineral line and you send the scv there to scout, your scv is probably dead.

There's a minor typo in the second sentence ("on" instead of "or"). That aside, most good protosses place pylons on the edge of their base to spot floating proxy factories, just like terrans do to spot oracles, and it's also handy against drops later on. It's also common to place pylons where the reaper might attempt to sneak in, since it takes a while for your stalker to pop out, which means you can't perfectly zone out the reaper until then.

I mean, yes, the protoss can drop a stargate in the corner of his base. That's actually common when you do go stargate. But it may also confuse players who don't realize it oftentimes means nothing besides "I want more vision inside my base" imo. This would be clearer if there was a more detailed explanation of these items, that is to say, a "spoiler note" for each of them.


The pylon count is not that important if there is only 1 gas (this almost always means that there will be a fast expand). You only need to panic against proxy stargate (very fast ebay or bunker at mineral line), the rest can basically be stopped with constant unit production and well placed bunkers.
vhapter
Profile Joined May 2010
Brazil677 Posts
Last Edited: 2014-12-11 21:04:05
December 11 2014 21:03 GMT
#6565
Actually, you can go proxy stargate off of 1 gas if you open gas first. PartinG's done that once against Flash. But that's not what I was talking about.

My point is that the underlined sentence in the op is misleading, especially for newcomers. Seeing a third pylon before a nexus does not indicate standard play at all - rather, it indicates potential aggression, since you don't need a third pylon even if you open 13 gate 13 gas and chrono boost your stalker + msc before expanding (herO did this a few times this year).
To live is to fight, to fight is to live!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 11 2014 21:15 GMT
#6566
On December 12 2014 06:03 vhapter wrote:
Actually, you can go proxy stargate off of 1 gas if you open gas first. PartinG's done that once against Flash. But that's not what I was talking about.

My point is that the underlined sentence in the op is misleading, especially for newcomers. Seeing a third pylon before a nexus does not indicate standard play at all - rather, it indicates potential aggression, since you don't need a third pylon even if you open 13 gate 13 gas and chrono boost your stalker + msc before expanding (herO did this a few times this year).

3rd Pylon indicates an expand after Stalker/Tech in case of double gas.

3rd Pylon In Base indicates there's no (fast) proxy.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
vhapter
Profile Joined May 2010
Brazil677 Posts
December 11 2014 22:21 GMT
#6567
On December 12 2014 06:15 SC2Toastie wrote:
Show nested quote +
On December 12 2014 06:03 vhapter wrote:
Actually, you can go proxy stargate off of 1 gas if you open gas first. PartinG's done that once against Flash. But that's not what I was talking about.

My point is that the underlined sentence in the op is misleading, especially for newcomers. Seeing a third pylon before a nexus does not indicate standard play at all - rather, it indicates potential aggression, since you don't need a third pylon even if you open 13 gate 13 gas and chrono boost your stalker + msc before expanding (herO did this a few times this year).

3rd Pylon indicates an expand after Stalker/Tech in case of double gas.

3rd Pylon In Base indicates there's no (fast) proxy.

The third pylon doesn't actually indicate an expansion - but rather, that the possible timing of an expansion, which is after a stalker + msc + tech if (and only if) the protoss intends to expand.
To live is to fight, to fight is to live!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 11 2014 22:27 GMT
#6568
On December 12 2014 07:21 vhapter wrote:
Show nested quote +
On December 12 2014 06:15 SC2Toastie wrote:
On December 12 2014 06:03 vhapter wrote:
Actually, you can go proxy stargate off of 1 gas if you open gas first. PartinG's done that once against Flash. But that's not what I was talking about.

My point is that the underlined sentence in the op is misleading, especially for newcomers. Seeing a third pylon before a nexus does not indicate standard play at all - rather, it indicates potential aggression, since you don't need a third pylon even if you open 13 gate 13 gas and chrono boost your stalker + msc before expanding (herO did this a few times this year).

3rd Pylon indicates an expand after Stalker/Tech in case of double gas.

3rd Pylon In Base indicates there's no (fast) proxy.

The third pylon doesn't actually indicate an expansion - but rather, that the possible timing of an expansion, which is after a stalker + msc + tech if (and only if) the protoss intends to expand.

True.
Rephrase:
3rd pylon before nexus indicates a non-optimal expansion timing and thus, probably at least some form of aggression.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
TheDwf
Profile Joined November 2011
France19747 Posts
December 11 2014 23:48 GMT
#6569
On December 10 2014 10:54 Tzela wrote:
TvT my old standby of cloak banshee has been dieing alot to hellion elevator. however im not really a fan of going for the elevator myself, and with the short rush distances of the current map pool 15 gas expand has a hard time holding the elevator as well. any tips to help make the cloak banshee more safe vs this? it always hits when the banshee is half across the map so my marines are easy pickins.

On December 10 2014 14:57 KonanTenshi wrote:
Show nested quote +
On December 10 2014 10:54 Tzela wrote:
TvT my old standby of cloak banshee has been dieing alot to hellion elevator. however im not really a fan of going for the elevator myself, and with the short rush distances of the current map pool 15 gas expand has a hard time holding the elevator as well. any tips to help make the cloak banshee more safe vs this? it always hits when the banshee is half across the map so my marines are easy pickins.



SCV scout and keep the banshee home incase you think an elevator will come.
Try to have an SCV/marine/vision over the areas people most oftenly likes to elevator you.

Basically, Vision, vision and even more vision.
Try to place your marines UNDER the medivac so you can fight 4-6 marines vs 1 unit. You'll kill the units fast enough before the medivac starts to heal em.(depending on your marine count)

with under the medivac I mean try to snipe as many units as possible while it unloads them.

This. Read this and this (answer to Chambertin) for further info about the Banshee vs elevator scenario.



On December 10 2014 18:07 Gwavajuice wrote:
Show nested quote +
On December 10 2014 07:09 TheDwf wrote:

...

Second, with the lead you had in the game—his economy was in tatters—you can actually take the time to build the money army (against no Colossi) of 20-25 Ghosts with a few Vikings (to dispose of Observers) and a dozen of Medivacs; rest MM with a stronger emphasis on Marines because of Immortals. Then you engage in the following way:

- Scan his army;
- Unleash everything—Marauders in front, Marines behind;
- Cloak your Ghosts;
- Spam EMPs in advance on his army (like 10-15 EMPs so virtually everything has no shields left);
- Stim, retreat your bio (Ghosts stand if no Observer is around, otherwise you have to retreat them too) and start the hit & run.

Even if he somehow holds the first wave, he'll lose so many Archons/Immortals than the next one will prevail.



TheDwf, what you describe is something I have hard time doing myself, typically 50% of the time I will simply throw off the game So a few questions :

- is it something you can always do, or only when you have a massive economic lead? (like : is it really cost effective?)
- if you take the replay of Westy (the game on akylon waste) would you have engaged directly up the natural ramp or would you have waited for him to go down in the open (and took the risk to give him time to catch up in army strength)?
- You seem to say that stim is the last action you do, just before starting the kiting. I thougth that I had to stim as soon as possible, was I wrong all this time?

thx

1. You need a massive economic lead, yes. What I described is not a wasteful maneuver by any means, even if it might end up being so with Diamond micro; but to give an estimation, if you hit the perfect scenario (regarding the engagement) you would drop 20-30 supply at most while your opponent would lose everything.

2. It's always better if you can bait/force Protoss to engage in your prepared concave, but in that case yes I would, as Protoss had his Templars clumped + no Cannons nearby. If Templars are spread you have to disable them with Ghosts before moving towards him.

3. Situational. If you stim first in the "method" I described you'll run into synchronization issues: your bio will run ahead and be engaged by Protoss' army before (some of the) EMPs hit, so some shots will be wasted on shields that will be depleted afterwards by said EMPs; a part of the Protoss army will also dodge some of the "pre-cast EMPs" because of the auto-aggro, and of course you'll run into the "have to micro everything at once" issue with bio and Ghosts (since you would have to recast some of the EMPs). But naturally, when Protoss jumps at you stimming must be your first reflex.



On December 12 2014 01:53 vhapter wrote:
As I protoss player, I've noticed something that's outdated in the OP.

Yeah, it's because it was pasted from the WoL thread. I'll change it when I update the thread.
vhapter
Profile Joined May 2010
Brazil677 Posts
December 12 2014 02:43 GMT
#6570
Np man I know these "help me" ops aren't always up-to-date, but I just noticed it could be a problem if someone who doesn't realize these things read them. I've been having problems with ebay blocks lately, so I decided to read some stuff in the terran help me thread I saw these things... I'm just trying to help.

I'll probably end up asking some questions about ebay blocks later here, but probably not now since I'm drunk. lol >.<
To live is to fight, to fight is to live!
Gwavajuice
Profile Joined June 2014
France1810 Posts
December 14 2014 11:12 GMT
#6571
Thx, TheDwf.

I rarely go into the ultra late game vs P and each time it happens I m always a bit lost :D
Dear INno and all the former STX boys.
Jazzman88
Profile Joined January 2012
Canada2228 Posts
December 14 2014 17:27 GMT
#6572
On December 14 2014 20:12 Gwavajuice wrote:
Thx, TheDwf.

I rarely go into the ultra late game vs P and each time it happens I m always a bit lost :D


Economy management is so key versus a late game Protoss player. Denying his fourth base often outright wins you the game, and if you're good at drop play you can make it so he's so poor that he only gets 1 max out against you before your production overruns him.

Also, seriously, build Ghosts like TheDwf says. They are so incredible versus literally anything Protoss makes that isn't Colossi, Carriers, or Tempest, and for those three, you have Vikings. I killed a Protoss player with almost 100% Ghost army plus 15 Vikings yesterday - he had about 130 supply of Archon/Templar/Chargelot/Colossi and it just evaporated.
fruity.
Profile Joined April 2012
England1711 Posts
December 14 2014 19:50 GMT
#6573
On December 15 2014 02:27 Jazzman88 wrote:
I killed a Protoss player with almost 100% Ghost army plus 15 Vikings yesterday - he had about 130 supply of Archon/Templar/Chargelot/Colossi and it just evaporated.


I'd love to see a replay of this! Please don't think I'm calling you out here! As a Terran, the notion of protoss tears pleases me deeply!!

Gwavajuice, Ghosts are your friend though, I blindly start getting them as early as reasonably possible in every Protoss match up (bad idea in higher leagues I guess). But the way I see it, almost any army composition they go for can be countered more easily with Ghosts, not to mention being able to uncloak observers or dark templars, which means one more mule.. Hard to hit observers with EMP though! And the sooner you start getting them, them more energy they'll have.

One problem I realised in Protoss match ups was that I was just not getting enough Ghosts. More Ghosts = more fun for me!! I believe the correct number to get would be shit loads without sacrificing your overall armies composition.

Also, if you bind your EMP key to the rapid fire hot key, it's so easy to just blanket their army in zero time. You do have to be somewhat careful adding your EMP hotkey to rapid fire though, as it will drain their energy in no time. Maybe the better players here will recommend you don't do this for that very reason. But for me it works a treat. Though I've managed to loose SC2 games when my opponent hasn't even turned on their computer yet.. Guess I'm saying different / better ways to use units as your skill increases.
Ex Zerg learning Terran. A bold move.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
Last Edited: 2014-12-14 20:19:33
December 14 2014 20:18 GMT
#6574
What I have noticed in TvP is that you have to pick a style and really stick to it. If you start shifting from one to the other before you take a real lead, you open yourself up to a Protoss timing. (aka "being protossed")

You either go for the mass drop style the Terrans in Hot6Cup employed, with 5 rax, 1 fact, 1 sp pumping out shit CONSTANTLY. You dump all his bases with medivacs and hope to kill him that way. Innovation, Bbyong, TY do this.

The second is the very defensive and greedy style, getting a rapid fourth base and using basic drops to keep Protoss at home. Flash mostly plays this.

The third is a very tech heavy style that rapidly gets double SP and Ghost on 3 bases and like as low as 5 rax. This style allows you to go head to head with Protoss in frontal engagements. Players like Taeja like doing this.

The fourth is the Yolo SCV pull.

I don't know if I've made the distinctions clear, but that's how TvP, stylistically, looks to me. I don't know if Downfall or any others have anything to add to it?

Ciao!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
gh0st
Profile Joined January 2010
United States98 Posts
December 14 2014 23:57 GMT
#6575
Any highlevel exempels of hellion or banshee harass into bio in tvp? Ive seen polt do Some hellion play, but curious especially about the banshee. Saw a t do iT on stream but it was diamond level and winter was defending and basicslly fell apart. Probably because hè mishandled it rather than the harass being all that good. Thnx
Jazzman88
Profile Joined January 2012
Canada2228 Posts
December 15 2014 02:30 GMT
#6576
This is a game from Homestory Cup between Grubby and Yoda which is gas first into Mine + Marine + Hellion + Medivac attack.

Banshee is very very rare, and especially out of fashion since Habitation Station rotated out of the map pool. Check out TLStrategy's guide to Bbyong's Gold base 1-1-1 for the most recent high level examples, but be warned, it isn't high-percentage.
KingofGods
Profile Joined July 2010
Canada1218 Posts
December 15 2014 04:23 GMT
#6577
One of the big problems with going banshee or even widow mines is that it's easy for the probe to see if you are still mining gas after your initial 100 for reaper and reactor. Then it's just a matter of getting an obs and then they can defend mines and banshee pretty easily.
Grizvok
Profile Joined August 2014
United States711 Posts
December 16 2014 04:07 GMT
#6578
On November 23 2014 12:08 Pokebunny wrote:
Show nested quote +
On November 23 2014 10:03 PinheadXXXXXX wrote:
On November 23 2014 09:38 Enigmasc wrote:
hey guys just wondering is reaper fast ebay +1 safer than reaper into 3 rax? in tvp i mean?
also what are the major tells of oracles?

Reaper into 3rax is by far the safest. Although you have +1 to defend attacks with reaper ebay, you have so many less units it often doesn't really matter at all. You will die to any 1base blink, 2base blink, immortal sentry, 2base colossus attack (squirtle style). And the 3bay for turrets is something you can place reactively with any other build anyway if you can reliably scout oracles.

The tells for a 1base proxy oracle, when you scv scout, are saved energy on nexus, only 1 pylon, 6 workers in gas, and no mothership core (but potentially a stalker.) When you see this you need to throw down an ebay immediately, build a bunker at the front, find the proxy with your reaper and kill the probe/damage the pylon, and get two turrets down before 5:10, which is the earliest it can hit. The other way you'll probably see oracle is one after expansion. You can defend this without scouting it with 6 marines in your mineral line, which you should always do unless you see a robo go down at around 5 minutes. If it goes down any later than about 5:30, then it's probably oracle. 2base oracle isn't a big deal though if you are on top of your micro and have marines in position. Against that you can delay turrets for a while but you should probably put them down after your normal ebay timing, or earlier if you don't think you can reliably reposition marines for the next 2.5 minutes to prevent damage.

you don't need a bunker at the front right away vs 1 base oracle, I see most people get 2 turrets (1 in mineral line and 1 near ramp/production

you only need a bunker finished around 7-7:30 if you haven't seen an expo yet (sometimes you won't be able to check). you should lift your natural cc if there's a possibility of allin

also make sure you start your factory on time if you lift your natural cc or you will be trapped for way too long, 7 min factory at the latest

other than that this is a good post


I know it is considered unorthodox, but what do you think of the strategy of getting a 4th rax before a factory to pump out ridiculous amounts of bio ala MarineKing recently when defending an obvious Protoss all-in?
KingofGods
Profile Joined July 2010
Canada1218 Posts
December 16 2014 06:33 GMT
#6579
Bunkers are better when defending all ins rather than a few extra marines. MKP just has ridiculous micro.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
December 16 2014 19:45 GMT
#6580
On December 16 2014 13:07 Grizvok wrote:
Show nested quote +
On November 23 2014 12:08 Pokebunny wrote:
On November 23 2014 10:03 PinheadXXXXXX wrote:
On November 23 2014 09:38 Enigmasc wrote:
hey guys just wondering is reaper fast ebay +1 safer than reaper into 3 rax? in tvp i mean?
also what are the major tells of oracles?

Reaper into 3rax is by far the safest. Although you have +1 to defend attacks with reaper ebay, you have so many less units it often doesn't really matter at all. You will die to any 1base blink, 2base blink, immortal sentry, 2base colossus attack (squirtle style). And the 3bay for turrets is something you can place reactively with any other build anyway if you can reliably scout oracles.

The tells for a 1base proxy oracle, when you scv scout, are saved energy on nexus, only 1 pylon, 6 workers in gas, and no mothership core (but potentially a stalker.) When you see this you need to throw down an ebay immediately, build a bunker at the front, find the proxy with your reaper and kill the probe/damage the pylon, and get two turrets down before 5:10, which is the earliest it can hit. The other way you'll probably see oracle is one after expansion. You can defend this without scouting it with 6 marines in your mineral line, which you should always do unless you see a robo go down at around 5 minutes. If it goes down any later than about 5:30, then it's probably oracle. 2base oracle isn't a big deal though if you are on top of your micro and have marines in position. Against that you can delay turrets for a while but you should probably put them down after your normal ebay timing, or earlier if you don't think you can reliably reposition marines for the next 2.5 minutes to prevent damage.

you don't need a bunker at the front right away vs 1 base oracle, I see most people get 2 turrets (1 in mineral line and 1 near ramp/production

you only need a bunker finished around 7-7:30 if you haven't seen an expo yet (sometimes you won't be able to check). you should lift your natural cc if there's a possibility of allin

also make sure you start your factory on time if you lift your natural cc or you will be trapped for way too long, 7 min factory at the latest

other than that this is a good post


I know it is considered unorthodox, but what do you think of the strategy of getting a 4th rax before a factory to pump out ridiculous amounts of bio ala MarineKing recently when defending an obvious Protoss all-in?

It depends on the allin and how dedicated it is. For example I wouldn't recommend this vs a blink build because a protoss can see your factory is so late / nonexistent and just expand and contain you if you lifted to your main. Vs an obviously dedicated allin that he has no chance of transitioning out of it can be good.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
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