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Strategy Forum Highlight Nomination Thread - Page 2

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AirbladeOrange
Profile Blog Joined June 2010
United States2572 Posts
Last Edited: 2011-02-18 03:13:06
February 17 2011 20:23 GMT
#21
I think tehemperorer should be highlighted if he was a little more active in the strategy section. Keep an eye on him.

Edit:

tehemperor is a very well-mannered, respectful, and knowledgeable player. He gives thought out insights and backs up statements with replays. He also has a great livestream show and has the VODs available.

Bnet profile: http://us.battle.net/sc2/en/profile/656137/1/Sidereal/

Post history: http://www.teamliquid.net/forum/search.php?q=&t=c&f=-1&u=tehemperorer&gb=date

Livesteam thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=185138

Examples of posts:

From the thread [Q]PvT ogsMc/voidray opening
http://www.teamliquid.net/forum/viewmessage.php?topic_id=192098

+ Show Spoiler +
tehemperorer United States. February 11 2011 08:54. Posts 528 PM Profile Quote #
On February 11 2011 08:31 da_head wrote:
are you referrin to three gate star? that's been a pretty common opening for a while..

I've used it since August 2010, either a 2gate or 3gate variant. It will either win the game or force a hard contain + harass that is just unbeatable. There are 3 ways to survive it:
1. you scan and are lucky and find the starport
2. you have played against a player who does this a lot and know it's coming
3. you go pure reactored marines because you planned for a marine/raven/banshee push

The good thing is that it is only as all-in as you allow it to go, and if you can't win with it you delay their expansion for so long that you can tech or mass on just 2 bases to destroy the Terran. Follow up is to get bay/facility for colossus to add to gate/VR on 2 bases.
Masters league <---


+ Show Spoiler +
tehemperorer United States. February 12 2011 04:23. Posts 528 PM Profile Quote #
Here are the replays, sorry about being late in reply. For the Terran, I feel that opening marine/banshe gives you a fighting chance. Any other kind of opener will lose the game because of something silly like you built 1 too many marauders. The problem is that Protoss can use things outside of the game to beat the opponent, like baiting marines forward to FF trap them to be annihilated by stalkers with VR spotters. I like PvT, I rarely lose at my level in this matchup (even though my games are mostly PvZs and PvPs). Here are replays of me with it, going back to December I think:
http://www.sc2replayed.com/replays/137941-1v1-terran-protoss-xelnaga-caverns
http://www.sc2replayed.com/replays/137939-1v1-terran-protoss-xelnaga-caverns
http://www.sc2replayed.com/replays/121841-1v1-terran-protoss-xelnaga-caverns
http://www.sc2replayed.com/replays/121840-1v1-terran-protoss-lost-temple
http://www.sc2replayed.com/replays/121796-1v1-terran-protoss-lost-temple

If you see you can't win you force a sentry contain and macro. I favor High Templar in this matchup mixed with either Immortals or Void Rays or both, depending on bases. HT/Immortal is super hard to stop since storm takes care of marines, and weakens marauders to the point where they are 1-2 shot by Immortals. If you have HT,VR you storm the marines then run your gateway army away, letting the VRs take care of everything else. The problem with Vikings is they are pretty weak to storm/VR too, taking a good deal of total health % from a single storm, so there is no real answer to this comp by T. They can still win, but only if they avoid head on engagements with the deathball.


+ Show Spoiler +
tehemperorer United States. February 12 2011 04:58. Posts 528 PM Profile Quote #
On February 12 2011 04:42 hitman133 wrote:
This build should give protoss time to expand and macro up while contain terran in base. I don't think you should all-in with this strategy

You can't really all-in with 1 base on this, you will have a surplus of minerals after a bit. It might look like all-inning when a P player continues to push without expanding, but it is most likely because they know the game is over and that it is only a matter of time that T loses. It would be because P did so much damage to the T that there is no need to prolong the match.


From the thread [G]PvT High Templar Build Order
http://www.teamliquid.net/forum/viewmessage.php?topic_id=193933

+ Show Spoiler +
tehemperorer United States. February 18 2011 10:08. Posts 528 PM Profile Quote #
That would be great for you Snapshot if you are able to play against Pokebunny; he is a very high level player, so don't miss that opportunity. It's hard to experience high level play through a replay, and typically to play these players you have to join tournaments and do really well to get to them.

As a P player, I will tell you that I don't think it's too viable, but I won't tell you not to do it. You will find through the process of coming up with your own builds the intricacies of unit synergy, special timings, and resource management so there's no way I would keep that from you. Usually when I think of what would be viable or not, I am thinking about how my ladder games have gone and how particular units would have worked better in particular situations. That is to say when I think of a build order, I don't think, "hey let's do zealots and carriers," but rather "hey, when it gets late game against Zerg that has gone ground, wouldn't Immortal/Templar work better than Colossus/Templar?" You will get a good idea of the many things in the Terran's bag that they will pull out after they scout your base and see what you have.

On the other hand, at the level you play at players don't typically react to things they see their opponents doing, so this kind of rush could be really successful, so try it as long as it continues to work!

One thing that I would suggest however, is to change the timings a little bit, meaning make it:
9 Pylon
12 Gate
14 Gas
17 Cyber
17 Gas

The reason for this change is that I noticed that after the cyber core you said that we could transition to a normal build if you suspect banshees, but I don't know a normal build at 2700+ Masters that starts with 9P 12Gate 13Gas 16Cyber... My timings would be off and my economy would be slightly behind!

Anyway, good luck with the build!


From the thread [G] Synystyr's TvP Anti Colossus Build
http://www.teamliquid.net/forum/viewmessage.php?topic_id=172190

+ Show Spoiler +
tehemperorer United States. December 16 2010 06:41. Posts 528 PM Profile Quote #
2178 Protoss (me) vs 2100+ Terran: Early pressure is not a 4 gate or a 3gate robo, Terrans. Make sure you can stop 2 gate pressure followed by anything, especially Stargate tech if you are going to use this build.
http://www.sc2replayed.com/replays/116465-1v1-terran-protoss-blistering-sands

me vs 2150+ Terran: Any kind of fast expand build by Terran will get worked over, ESPECIALLY if you are doing a 20 cc
http://www.sc2replayed.com/replays/116318-1v1-terran-protoss-scrap-station

me vs 2150+ Terran: Again, another fast expand, this time it only took 9 minutes to finish him
http://www.sc2replayed.com/replays/116324-1v1-terran-protoss-delta-quadrant

The build looks good on paper, but it seems to me that only if the P player is not aggressive can this build succeed. Things to look for as a Terran player are the double gates, that should indicate that it isn't safe to expand unless you want to gamble on the P player being bad. If you are going to use this build, make sure you can adjust as needed if you see the indications of early pressure.


From the thread [H] PvZ - mid-game transitions out of a forge FE
http://www.teamliquid.net/forum/viewmessage.php?topic_id=192276#8

[spoiler]
tehemperorer United States. February 12 2011 05:25. Posts 528 PM Profile Quote #
I am a proponent for fast blink stalkers for map control followed by the expansion. Going head to head with Zerg in a macro race isn't favorable for toss, and toss can hit nice timings with early blink stalkers that expanding afterward is actually better than expanding early because of how you force Zerg to react. Also, colossus sentry is pretty immobile; no wonder you feel like you can't push out beyond 2 bases! I prefer HT/Immortal, you get more harassment opportunities with that comp as well

http://www.sc2replayed.com/replays/137991-1v1-protoss-zerg-lost-temple

This game was played early in the morning, so the initial build order (that ends when blink is done) is rough and the transition is even rougher (forge + expand + infrastructure update), but you get the idea. I didn't even build a sentry that game, and it was in master's league! You need map control vs Zerg, and phoenix usually do it, but Blink stalkers plus Obs are a comfortable option as well [/spoiler]
Saracen
Profile Blog Joined December 2007
United States5139 Posts
February 17 2011 20:25 GMT
#22
On February 18 2011 05:23 AirbladeOrange wrote:
I think tehemperorer should be highlighted if he was a little more active in the strategy section. Keep an eye on him.

If you're going to nominate someone, please tell us why you think he should be highlighted (links to posts/threads/B.net account are really helpful).
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-02-17 21:21:08
February 17 2011 21:20 GMT
#23
sleepingdog

Example: State of the Archon - Created the initial post.

Plexa PvZ Writeup - Posted good responses that Plexa quoted in his OP.


Realized he already has blue

Overall I always have found his posts to be super helpful. I also think the same about iamke55's posts, but can't find a persuasive example
SoftSoap
Profile Joined November 2010
United States170 Posts
Last Edited: 2011-02-17 21:58:07
February 17 2011 21:45 GMT
#24
I would like to recommend Synystyr because:

He's made two great guides for Terrans and he's constantly maintaining, updating and answering questions in those threads.

Synystyr's Anti-Colossus Build

TvX 2 Rax 3 Bunker Expand

Both of these guides are really well laid out and have a lot of information and replays to back it up.

He also posts a lot in the Strategy forums and answers questions that people have, critiques strategies and does it in a well-mannered and insightful way.

+ Show Spoiler +

On February 11 2011 21:37 Synystyr wrote:
Thanks for featuring my thread under the Terran guides :D I also have a few threads I can link to you...

http://www.teamliquid.net/forum/viewmessage.php?topic_id=185963
TvX 2 Rax 3 Bunker Fast Expand Opener

http://www.teamliquid.net/forum/viewmessage.php?topic_id=146518
iEchoic's TvP 1-1-2 Hellion Drop Build

http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Antisocialmunky's TvZ Marine/Raven Build

http://www.teamliquid.net/forum/viewmessage.php?topic_id=140629
Gnial's PvT Stalker-Void Ray Build

http://www.teamliquid.net/forum/viewmessage.php?topic_id=141155
Antimage's PvZ Void Ray Expand Build

http://www.teamliquid.net/forum/viewmessage.php?topic_id=191430
Kcdc's PvP 2 Gate Robo 1 Gas Opener

http://www.teamliquid.net/forum/viewmessage.php?topic_id=142887
Kcdc's PvT 1 Gate FE Opener

http://www.teamliquid.net/forum/viewmessage.php?topic_id=159671
Anihc's PvZ 15 Nexus Guide

http://www.teamliquid.net/forum/viewmessage.php?topic_id=187603
Kazansky's Critical Upgrade Analysis

http://www.teamliquid.net/forum/viewmessage.php?topic_id=191702
LaLush's Analysis of Macro



+ Show Spoiler +

On February 18 2011 01:26 Synystyr wrote:
Show nested quote +
On February 18 2011 01:16 Daniel C wrote:
Dear TL,

Lowly 2000 diamond here...my TvT and TvP are alright (>60%) but my TvZ is abysmal.

I've watched replays of all the T's owning Z's since GSL2 but I can never seem to have the required game sense as to when to attack, expand, fend off muta harass, etc.

Any tips would be greatly appreciated. I think my macro is alright in terms of spending money, one area which I think I could improve on is making more SCVs.

My main problem is I never know when I can move out or expand or apply pressure. The threat of ling/bane mutas swarming my entire army scares me. And if I lose my entire army, I feel it's gg since the zerg can reach my base so quickly. Hope someone can give me some pointers on how to develop game sense in TvZ. Z perspective would be useful too.

in BS: I 2rax but see pool first, so I don't bother sending out my initial marines in case of speedlings. I expand instead, and try to amass a force of marines/tanks/thor. I try to take a third but I can't. I lose my whole army to his much greater ling/bane/muta force and gg.

in LT: my cliff drop is successful and I kill his expo. According to "resources lost" i'm ahead well until the mid-game (even a minutes after muta harass). I don't deal with the harass well, and my SCV count falls behind. He masses mutas so I make thors. When I try to take my third he kills me with a huge roach bane muta army.

Meta: Tried reactored hellion harass, managed to kill quite a few drones and zerglings. I felt I was OK up to here. However, my banshees follow-up was total fail, arrived just as mutas popped.

Any help on macro, micro, timing, game sense, etc would be greatly appreciated. Thanks!!!


http://www.sc2replayed.com/replays/140739-1v1-terran-zerg-blistering-sands
http://www.sc2replayed.com/replays/140741-1v1-terran-zerg-lost-temple
http://www.sc2replayed.com/replays/140742-1v1-terran-zerg-metalopolis


This may be a little different from what you usually hear, but one of the best ways to learn a matchup is to play it from the other end. Do a few customs as Zerg, find out what the timings are for yourself. You'll get an idea of what a Zerg will have a certain point in the game or what to expect if you scout X. This will allow you pick apart the matchup for the inside.

I.E Pool is up, geyser is mining, no sign of expansion. Assume one base play and prepare for roach/baneling bust.

One of the best timings I've found is a 4 Rax Stim+Combat Shield Marine push off a 2 Rax FE (IMMVP style). This hits before speed banes comes out and can win you the game if you have good splits.

Another of the most important things to scout for from a Zerg is how they are spending their gas. Do you see mass speedlings but no signs of roaches or hydras? That is usually a transition to Mutas, and you can have turrets ready to intercept them while getting the necessary AA that fits the synergy of your build. It seems like you die to Muta harass too often, so don't be afraid to get turrets earlier. It's better to waste a little money on them earlier than to die because you didn't later.

Lastly, good scouting and expansion denying is important. You want to know when the Zerg army moves out and you want to know when the third is going out. Hellion runbys can score you a lot of drone kills if you catch the Zerg off guard and denying expansions while grabbing yours safely will almost always net you the game. Use the watchtowers and maintain control of them.



+ Show Spoiler +

On February 18 2011 01:14 Synystyr wrote:
In Z v P/T, I like to go 15 Hatch/14 Pool. The timing of your first queen should line up with the hatchery finishing I believe, I use the first 25 energy to drop a creep tumor, simply because you cannot afford to use those 4 Larva you get with an injection first at the point in the same. Creep spread is sooooo damn important so you should always go tumor first. After that, depending on your economy, you can decide if its better to inject or to drop another tumor for faster creep spread.

In ZvZ, creep spread isn't nearly as important until you hit Lair tech. You'll need the larva for those mass speedling battles if that's how the game plays out.



+ Show Spoiler +


On December 03 2010 13:14 bNy wrote:
Show nested quote +
On December 02 2010 13:16 Touch wrote:
On December 02 2010 10:59 Synystyr wrote:Secondly, to get your medivacs to follow around your army with out picking up any units and healing whenever there is damage, simply select all your medivacs, press A (for attack) and click one of your units. Now they're pretty much set on auto heal. They'll follow your bio everywhere you go, they'll heal as soon as damage is done, and you don't ever have to worry about units getting picked up accidentally! Yay!
You sir, deserve a cookie. I've gone up to top 100 without knowledge of this...


I have to say the same, you will forever be my God.... No more useless medivacs, woohoo!




http://us.battle.net/sc2/en/profile/307182/1/Synystyr/

Good player too, he can back up his statements. Hope you guys consider him.
Tasteless, "IdrA always pulls out on time."
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
February 17 2011 22:06 GMT
#25
I agree with Saracen about casters. I myself know tons about this game and what builds do and do not work in various situations, but I have not put in the same amount of time as the nominated posters have testing various builds and submitting them to strategy forum. Nor do I have notable tournament results. People like kcdc and Minigun have submitted many, many good posts that include high level replays and analysis, and those are the people we should be encouraging others to look up to. Artosis is someone I also feel deserves highlighting despite being a commentator because he has written a significant number of informative posts similar to those of the others highlighted. If other commentators begin to follow suit, they may be highlighted. Otherwise they should not, even if they really do know a ton about builds and strategies.

I know many people have nominated iEchoic for highlighting, and I must 'echo' this nomination. He has contributed not only many threads of his own, but has posted replays and insights in other threads in order to further discussion. He sets a good example.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2011-02-17 22:22:43
February 17 2011 22:21 GMT
#26
On February 18 2011 03:59 iamke55 wrote:
I second the nomination of MrBitter. Nobody has done a better job at making top level SC2 strategy available to the masses.

In addition I would like to nominate Alejandrisha.
+ Show Spoiler +
On January 27 2011 04:26 Alejandrisha wrote:
this is the ideal composition that you want to end up with. the only issue is the ordering. If you open stargate its very hard to secure 3 bases until you get stargates, THEN void rays, THEN robo, THEN colosi.

If you're playing against a zerg who is as good as you are, he's going to smash you (unless it's jungle basin) if you're playing too passive and only have void rays + gateway units.

The way you want this composition to form is by opening gateway + robo because from there you can secure a 3rd much faster since you have colosi and forcefields so the zerg has to engage on your terms (the only map this doesn't really apply to is scrap station because of your relative immobility). You can support a robo and a whole bunch of gates on these 3 bases, and then as you take a 4th feel free to add on 3 stargates.

In the late game, void rays are extremely potent because the the late game zerg arsenal will be primarily roach hydra with the addition of brood lords (and maybe some left over corruptors) or ling/roach/ultra (not as common these days) and a stalker/sentry/collossus/void ray army is pretty much unkillable against either composition. This is really only if you have a stalker/sentry/col army against roach/hydra/corruptor and it's at that awkward stage where you feel or scout broodlords on the way and blink alone won't get the job done if you try to attack. showing up with a handful of void rays does disgusting things to broodlords :D



+ Show Spoiler +
On February 13 2011 16:25 Alejandrisha wrote:
the build is not meant to be very sustainable.. in fact the strongest ones cut probes at 20 (16 mins 3 gas 1 to proxy)
the way the timings line up, it gives you the max amount of proxied units, 6 stalker 1 zealot at ~5:40 and then 4 zealots shortly thereafter. after that, you can't really support all 4 gateways but you have the highest amount of units possible at the given time. I think you can sustain about 3 stalker cool downs and almost 4 zealot cool downs while adding a pylon here and there, but if you only had 3 gateways you wouldn't have that burst and you'd have quite a trust fund mounting and you would be choked on wg cool downs to spend it



It's not just the content of his posts that make him worth highlighting, though. I've seen him beat Ret and Machine on stream so he is clearly one of the best players to post in the strategy forum.


Second Alejandrisha. Very solid posts. Echoic knows his shit too.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
Last Edited: 2011-02-17 22:57:13
February 17 2011 22:56 GMT
#27
I nominate CecilSunkure! Just look at all the posts hes made

nvm already on there
133 221 333 123 111
iamke55
Profile Blog Joined April 2004
United States2806 Posts
February 18 2011 01:47 GMT
#28
On February 18 2011 06:20 CecilSunkure wrote:
sleepingdog

Example: State of the Archon - Created the initial post.

Plexa PvZ Writeup - Posted good responses that Plexa quoted in his OP.


Realized he already has blue

Overall I always have found his posts to be super helpful. I also think the same about iamke55's posts, but can't find a persuasive example


Hey man my posting quality hasn't been as good as yours lately but I'm working on a few things to rectify that. Hopefully by the end of the weekend, I will have made a few additions to the strategy forum to make it a better place for Protoss players.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Ainvar
Profile Joined January 2011
United States68 Posts
February 18 2011 04:52 GMT
#29
Can I use my first ever post on TL to also support MrBitter? His advice on forum and his VODs are the new Zerg bible.
KingVietKong
Profile Blog Joined May 2010
United States170 Posts
February 18 2011 06:38 GMT
#30
On February 17 2011 22:33 Ganjamaster wrote:
I would like to nominate iEchoic, the cunning terran strategist.

His achievements include the creation of innovative and effective terran build orders such as:

1/1/2 Hellion Drop TvP (http://www.teamliquid.net/forum/viewmessage.php?topic_id=146518)

+ Show Spoiler +
On August 23 2010 08:41 iEchoic wrote:
Edit: Mega-Update Sept 17! Changelog:
- Added two new replays
- Added protoss FE to 'adapting to protoss strategies'
- Updated transitioning into lategame to future-proof strategy for patch 1.1
--> Ghosts have been integrated into the build to counter certain compositions
--> Battlecruisers are no longer used due to the nerf in patch 1.1


Intro
As my school starts very soon and I probably won't be able to invest the time to try to compete at this game at a high level anymore, I thought I'd write a guide to share some tricks for my most successful matchup before I start to suck at the game. I'll start off by saying that I didn't invent most of the components of this build. I didn't invent 1/1/1 (or 1/1/2), and I did not invent 2starport play. However, I was dissatisfied with the rax/fact/rax/starport/starport opening as I felt the extra building time for the rax and gas wasted on marauder-based bio kept the build from being efficient. I began making a build to increase the efficiency of the two-starport core which is extremely versatile and difficult to counter in TvP.

This build is an optimization and stylistic change to the 2-starport play which is becoming increasingly popular. I feel that it is more powerful and more versatile than most 2port play.

Build Overview
+ Show Spoiler +
This build incorporates a fast hellion drop, and a marine/bunker defense into 2-starport play which allows counters to be easily produced. The build is very lean, holding off on the second refinery until after the first starport begins construction, creating mineral-only units, and forgoing any addons until two starports are produced.

The focus of the build is on efficiency, creating an economic advantage through hellion harass, and creating an army while spending the least possible amount of resources and worker time on unnecessary structures and tech.


Build Order
+ Show Spoiler +
(build orders can only go so far - watch the replays)

The intro build order is as follows:
10 supply
12 rax
>> make marines nonstop
>> oc when rax finishes
13 refinery

(pop counts skipped from here out to account for scouts dying, other oddities, etc)
Factory
>> Make 3 hellions
Bunker
Supply Depot
Starport
Refinery
>> Make medivac when starport complete
>> medivac should pop out about at the same time that you have 3 hellions - go drop
>> As soon as medivac completes, build tech lab on starport and factory
Starport
>> Swap second starport onto factory's tech lab
>> Use excess minerals to expand and add more barracks
>> Push at 2-4 banshees - this is timed such that it will come before psi storm.

Until this point, you should be following the build order strictly. The 1/1/2 with hellion drop is stable and you do not need to branch out until you have two tech-labbed starports.

You are now in what I call the 'triple threat' position. It is called 'triple threat' because it sounds kick-ass and makes the strategy sound like it's prepared for anything. But seriously, this is where your 2port allows you to be versatile.


Build Strengths
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- 3 Hellion drop is incredibly powerful. Basically an insta-win if your opponent is not defending, and even if prepared, you will get at least 4-5 probes if you micro well. The hellion drop is incredibly strong even if you know it's coming ahead of time.
- Hellion drop gives great scouting info and allows you to adapt with your 2starports
- 1/1/2 play allows you to account for all protoss openings
- Standard opening prevents protoss from gathering any info about build before initial scout is forced out by marine
- Very efficient use of minerals - rax and factory produce mineral-only units with no addons non-stop.
- Timings are optimized to spend all minerals at all points throughout the build order - high efficiency


Adapting to Protoss Strategies (Updated!)
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Your default units on your starports should be 2x banshees. The 2x banshee+marine build is incredibly powerful, and can beat any composition that does not include storms. The hellion drop provides a well-timed opportunity to scout your opponent and adapt, if necessary:

Protoss Fast Expand builds (New!)
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Countering a protoss FE first requires understanding the limitations of the protoss FE build and then requires you to exploit those limitations based on scouting information. The 1/1/2 hellion drop is very versatile, allowing you to adapt to exploit your opponent's weaknesses following the first hellion drop.

There are several facts which must be realized to understand the counter:
#1) The opponent must have both a robotics facility and either a stargate or a templar archives to counter cloaked and uncloaked banshees, respectively.
#2) The opponent must have either a robotics bay or a templar archives and psionic storm to counter a mid-game bio + ghost ball.
#3) The protoss FE does not pay off immediately. As a result, the protoss player must invest in defense early or risk being killed by an all-in push.

Given these facts, it is crucial that you are able to scout adequately and adapt. I've created a flowchart that demonstrates how to best exploit the protoss FE build.

[image loading]

The flowchart demonstrates that you are forcing your opponent to get costly tech structures in addition to the cost of his fast expand. In the case that he does cover all his bases (robo, + stargate or robo + twilight council + templar archives), he will be unable to deal with a strong ghost+marine+banshee-based timing attack, taking place before storm can be researched, due to the cost of all the structures and tech.

But now the question is - how can I get such perfect scouting information? Easy. You have a medivac left after your hellion drop. Instead of sending it back to base, leave it outside the protoss base. Poke in and out with the medivac every once in a while, checking up on your opponent's tech.


Robo-based builds (Updated!)
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Keep building marines, and open with two vikings into 2x mass banshees. Focus fire any colossus. If there are no colossus, the robotics bay is a wasteful gas sink and will set your opponent behind, as no other robotics-based units are effective against marines or banshees.

The two vikings are essential to keep colossus from abusing their superior range (for example, by burning down your bunker from safety. However, once this deterrent is created, banshees are actually the better anti-colossus unit.

Banshee DPS vs colossus: ((12 damage per rocket - 1 colossus armor) * 2 rockets) / 1.25 firing speed = 17.6 dps
Viking DPS vs colossus: 13 dps

Banshee dominance over colossus is demonstrated in the replay vs Sinatra.


Void ray harass
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Assuming you have been making marines the entire time (which you should be), you should have 8-9 marines by time the first void ray hits. The void ray can either hit your wall-off or it can attack the back of your base while units attack your ramp. Both are easily stopped by this build.

As soon as you see void rays or a starport, do the following:
1) Take any marines not in your bunker (you should have ~4-5 extra) and prepare them at the back of your base.
2) take 4-5 scvs, turn on auto repair, and move them next to the bunker by your ramp.
3) Queue up one viking on each starport. In one production cycle, you will have two vikings, and then you're easily able to hold off any void-ray based play.
4) Follow up with cloaked banshees. Most void ray rushes neglect a robo bay and you can force your opponent into a wasteful tech structure or force them to lose outright.

[image loading]

Place your bunker on the outer-most side of your walloff, forcing void rays to attack from an awkward angle.


Dark Templar builds
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The answer is obvious here - just make a raven first. But what if you don't find the tech? I always save my third set of 50 energy on my orbital command until I can be sure no DTs are coming or until I get a raven. Also, keep a control group of SCVs on auto repair you can pull quickly to your wall to repair until a raven comes out.


Phoenix openings
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Open with two vikings instead of two banshees. Your marine ball + range from the viking will prevent any phoenix harass. Phoenixes will be shot by marines if they attempt to engage the vikings.


High Templar openings
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High templar 'opening' is somewhat of a misnomer. High templar take absolutely forever with storm tech, and your first push (2-4 banshees + marines) should occur before storm tech. If they rush storm ASAP, they will lack detection, and you can punish this with cloaked banshees...


Any twilight council opening
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If you spot a twilight council with your hellion drop, just open into cloaked banshees. This will force the protoss player to decide between very fast storm and detection. Cancel cloak before it is finished if you see a robo being constructed and spend the money on a fusion core.


4gate pushes
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Build an extra bunker, pull 6-7 scvs to repair, rush cloaked banshees. Collect win. If 4gate+robo, cancel cloak and continue with standard build.


Transitioning into lategame (Updated!)
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The marine/banshee composition has only one weakness - high templar. While the first 2-4 banshee push is timed such that you should not have to deal with high templar, if your push is held off, it will begin to be a concern. Your lategame composition is dependant on your opponent's composition:

High templar compositions
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High templar builds will always contain a lot of two units - zealots and high templars. Once your opponent's tech path is scouted, immediately place a tech lab on your factory and build an additional factory. Research the preigniter upgrade and begin 2x producing hellions.

Create a ghost academy as well and produce ghosts/marines/marauders. Your starports should now be used to produce medivacs for pre-igniter hellion drops and bio support. Your ghost/medivac/bio/hellion army is very well suited to take on high templar compositions.


Compositions with no pheonix or templar
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Mass banshee + bio should handle this easily. Due to their stacking, banshees reach a 'critical mass' where they become more cost efficient with more volume.


Pheonix + colossus compositions
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Double-produce vikings while using excess gas to create marine/marauder/ghost balls.



Replays (Updated!)
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[image loading]

(new!)

A lot of people are having trouble with the toss FE still, so I thought I'd give another replay to demonstrate the proper response. Agh (17xx rated protoss) does a FE build, but cannot sustain a robo, a stargate, and a large army (all of which are necessary to prevent harassment or death). I find the weakpoint (no stargate allowing me to exploit banshees) and harass relentlessly.

A big problem with the toss FE for most players is the illusion that they are falling behind in macro. The effectiveness you gain from the protoss' limited options should even you out economically - in this game, my economy was on par or greater than my opponent's for the vast majority of the time.

[image loading]

(new!)

This replay demonstrates the proper response to the situation where you achieve a strong economic advantage due to hellion harass and/or expanding before your opponent. My hellion harass dealt significant damage and my spotting of the robo bay cued me in that my opponent was not expanding (which was verified by later scouting).

I decided not to push, but to bunker up and capitalize on my economic advantage, confident that my superior econ would allow me to win the game.

[image loading]

(new!)

This replay is a demonstration of the 1/1/2 Hellion Drop against a protoss FE. Behind in economy due to the fast expansion, I equalize the economic difference and exploit my opponent's unit composition to punish his greedy build.

My drop allowed me to determine his composition and exploit the gap left by my opponent's economic-based build - in this situation, lack of stargate and templar archives, allowing me to abuse mass-banshees for the win.

[image loading]

Note that the hellion drop prevents aggression. Time does an aggressive gateway push, but that leaves him open to hellion annihilation.

[image loading]

Although I could not get any replays of people holding off the initial push to show my lategame transition, note that two battlecruisers were in production in preparation for the lategame transition.

[image loading]

This player was well prepared for my hellion drop. He still lost 5 probes, giving me the economic lead. Note how obnoxiously fast the 6x banshees drop the colossus, leaving my marines free to rip apart the fragile gateway-based army.

[image loading]

I uploaded this replay to help people with void ray openings. Notice that there are several ways to watch for void ray openings:

1) Scout all pylon locations. Pylon locations in out-of-position spots should be scouted later - the starport is uncovered with my hellion drop
2) Close air positions should put you on high alert. Be very ready to make a viking and move additional marines to the back
3) Note that I had a ctrl group of scvs (3) on auto-repair so I could quickly pull onto the bunker in case of a two-pronged attack

Nova follows with a strong defense, but ultimately he was only able to muster this defense because he neglected his robo bay, which I am able to punish with cloak.

Should the opponent stick to robo-based builds or gateway-based builds, you can stick with bio + banshees. Banshees focus-fire colossus incredibly fast.


FAQ
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Q: Isn't the hellion drop cheesy? If the opponent knows you're going to do it, it clearly won't work.
A: Anyone who has tried the hellion drop knows how ridiculously strong it is, even when defended. Provided you can drop your hellions before your medivac dies (which is incredibly easy as early in the game as early as this hits) you should get at least 4-5 probe kills even if your opponent is prepared for it. In addition, this forces your opponent into passivity, as if their forces are not defending, you can kill their entire probe line.

Q: Isn't this build weaker on maps like blistering sands where destructible rocks allows protoss to avoid your bunker?
A: Yep. This is the case with a lot of Terran builds on blistering sands. I would recommend pre-emptively placing a second bunker at your destructible rocks after your factory, and moving to defend whatever side is necessary.

Q: I died to void rays, wtf
A: Void rays are counterable with this build, but the two vikings are very important. It is also very important that you never stop building marines. You absolutely need the 8-9 marines you should have by time void rays hit. I've fought off many good void ray rushes with this build. If the void rays approach from an awkward angle and charge up on your wall, bring SCVs to repair both the bunker and the wall as long as possible until your vikings come out. Once your two vikings come out, you will be fine with a little micro.


Hope you enjoy it, feel free to ask questions or help me find optimizations - please read through, try it, or at least watch replays before hating :p


2fac2port TvT "iEchoic Build" (http://www.teamliquid.net/forum/viewmessage.php?topic_id=189624)

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On February 02 2011 08:54 iEchoic wrote:
Edit: the Day[9] vod is up! Check it out: link - probably the best place to start if you're new.

Intro
I'm not one who likes using siege tanks in TvT. About a month ago, I began brainstorming a tank-less build & composition with the following properties:

- Must be able to react to all TvT openings
- Must be very mobile (and gain map control as a result)
- Must be able to do economic damage faster than other mobile builds (such as cloaked banshee)

The result is a 2fact2port opening that relies on a hellion + air composition. I've found that all Terran compositions can be beaten with only these units:

[image loading]

[image loading]

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As of me writing this, I am a top 50 US player, and I estimate that I win 80-90% of my TvTs. This build has proven to be effective at a high level.

I have to mention that this build is very difficult to execute. This is not the type of build you read about, try, and immediately win all your games with. It took me several days to get the basics down, and even now I feel that it could be executed better by players better than I. The mechanics and game sense requirement to execute this is high - lower-level players will find it a good test of their mechanics, and players better than I can probably make it stronger than I can. However, if you have the patience and mechanics to learn it, I guarantee that it will give you a rich payoff. The road to shunning tanks is not an easy one, but it is a rewarding one.

Overview
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This build utilizes two fast factories and then two fast starports. Infernal pre-igniter is researched as soon as possible. Fast 2 factories gives you a powerful early aggression-stopper (vs marines and hellions), and gives you map control.

A fast medivac is created to give a counter-attack and economic damage threat. This is a hard-counter to rushed cloaked banshees + bunker at front.

The 2 starports give you tremendous flexibility in countering terran openings. Banshees can be countered by simultaneously creating a raven and a viking, while dropping hellions. Reactored starport openings can be countered by actually creating 3 vikings at once instead of two. Marine/tank openings can be countered by creating vikings and banshees simultaneously.


Analogy to ZvT
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The composition basically works the same as muta/ling/bling, and has a similar playstyle.

- Blue flame hellions act as the banelings (they kill marines, and are disposable)
- Banshees act as the muta air-to-ground attack (cleaning up ground units after banelings hit)
- Vikings act as the muta air-to-air attack (holding air superiority).
- Should it get to that point, battlecruisers can act as broodlords, countering thors (although BCs are much easier to get and are also quite good vs marines)

This build works for the same reasons muta/ling/bling does, and as a result, it has the same properties as typical ZvT. This means that:

- This build is more powerful on longer rush distances due to the mobility advantage
- Keeping map awareness and map control is very important
- Losing air control is bad (similar to how losing all your mutas results in you being vulnerable to drops and banshees)

TL;DR: Play like a zerg player. Keep that mentality in mind.


Build Order
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NOTE: this build order is very weird. You must watch the replays in order to understand how it functions correctly.

10 supply
12 rax
13 ref
15 OC
15 make one marine, then queue another (only make 2 marines)
16 supply
17 ref
(supply counts discontinued from here - keep making scvs nonstop)
factory
factory
tech lab on rax
swap first factory onto rax
make 1 hellion & get preigniter
make 1 hellion on second factory
>> clear xelnagas with hellion
starport
starport
supply drop (see faq)
medivac
>> poke up ramp with a hellion, try to scout composition
>> build order discontinued here, starport production is dependent on opponent's composition


Why it Works
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1) Map control
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This build gains early map control over all terran compositions I am aware of. This allows you easy counter attacks (because you see when they leave their base), advance warning, and easy dropship counters. Your viking superiority + hellion mobility renders all enemy drops actually beneficial for you, because everything in the dropship will simply die and the dropship will get shot down, similar to how dropping vs a zerg player who has good map awareness generally ends with mutas killing your drop quickly.


2) Terran Symmetry
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Terran units have a lot of symmetry.

Units that shoot air units
Marine (countered by hellions)
Thor (countered by battlecruiser)
Viking (countered by having more vikings, which is easy when you have 2ports)
Ghosts (are terrible)

Only four good terran units actually shoot up (discounting the battlecruiser, because BC is only viable after vikings). These units are all countered by either hellions or air units. Creating air units necessitates the use of one of these three units, and each of these three units must be built in a mass such that they do not die before killing off all air units.

From there, notice:

Air attacks by units that attack air units
Marine (very fast attack speed, low damage)
Thor (fires multiple low-damage rockets)
Viking (fires multiple low-medium-damage rockets)

What does this mean for us? In a late-game composition, upgrading air armor is very strong, due to the low-damage attacks of these units. In addition, these three units are infantry, mech, and air, which makes upgrading all three of them incredibly inefficient. Any one to two of these can be hard-countered with ease.

What else? Two of the three of these attacks (thor, viking) are mitigated by PDD. Since we are using ravens for detection instead of turrets, we have a natural synergy here, and create little inefficiency.


3) Economic Damage
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Hellion drops are the most economically damaging harassment in the game. This necessitates leaving defenses in-base at all times.


4) Forcing responses
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Banshees necessitate your opponent getting detection. This is either a raven (which is not efficient for him, because we're going to be controlling the air, and his raven will be dying), or an ebay + turrets, which creates inefficiency.

Hellions necessitate your opponent leaving defenses (non-turrets) in his base at all times. This creates additional inefficiency or economic death.

Mass air necessitates mass marine, viking or thor. We are not forced into anything. We do not build turrets, we build a raven. Our raven, should we need to build one, has synergy against two of the three AA options for our opponent.


Reacting to Terran Openings
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This is a reactive build. You must counter your opponent's openings. Your reaction to your opponent's style will take place in the form of changing the output of your two starports. Your factories will always produce hellions.

Think of your factories as your 'core buildings' and your starports as your 'reaction buildings'.

While there are more specific instructions below, here's some basic principles:
1) You must always have more vikings than your opponent at all times. This is priority #1.
2) All ground units except thors can be combated with banshees. If your opponent gets thors, you must get battlecruisers.
3) Do not build engineering bays or turrets, ever. You don't need them for air control, and you have a raven for detection.
4) Because your composition is reactive and your composition more mobile, you need to hold map control until your opponent pushes out at all times. As soon as your hellions pop, you need to control the xel'naga towers. This is crucial in fighting off certain pushes.

Marine/Tank opening
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Tells: no bunker at front, marines only, should see tank on subsequent pokes

Your starports should open 1banshee1viking after your intial medivac. The viking is incase your opponent gets a viking or banshee, and the one banshee is to clean up the remaining marines and then the tanks. This is where controlling the xel'naga towers is very important. If your opponent moves out with his marines and tanks, you need to burn off a majority of the marines with hellions. The xel'naga gives you the vision to see what side of the unit ball the marines are on and get a good attack angle.

Once the marines are dead, roll in with your banshee and clean up, force a retreat.


Banshee opening
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Tells: bunker at front, no tanks or marauders on subsequent pokes up ramp

Your starports should open 1raven1viking after your intitial medivac (swap with factory once preigniter is done). Your hellion drop will likely do huge damage, and dropping fast is a high priority. If the banshee arrives before your viking/raven pop, run your scvs away. You will do much more damage with your hellions than he will with his banshees.


Bio or possible FE
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Tells: no bunker, but marauders produced.

Your starports should open 2x banshee after your initial medivac. Mass banshee + blue flame hellion mops up bio relatively easily. Research cloak ASAP. In the event of a FE, you need to be very proactive about banshee harass and hellion drops.


Thor opening
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Tells: usually bunker at the front - can be hard to scout for.

This is the hardest opening for this build, but it is also the most rare. Several other openings like cloaked banshee opening is countered by the Thor opening, so I sometimes consider Thor a 'counter' build instead of a legitimate TvT opener.

You're going to have to go for an economy trade if your opponent attacks. As soon as his thor leaves his base, drop hellions and rack up kills. Open 1banshee/1viking. You really need to go all-in on this thor and do more economic damage to win. Send your SCVs on it, land your vikings if there is no air to shoot, attack with your banshees and hellions. If you execute it right, you should have done more economic damage than your opponent, although it's usually close.


Viking-heavy (reactored port) opening
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Tells: hard to scout for, check starport upon hellion drop. Usually opens with one tank, no bunker

This build relies upon holding air superiority. If your opponent makes 2 vikings at once, make 3. Create reactors on your rax while creating vikings. You should not have a problem holding air superiority as long as you're proactive about scouting for it.


Lategame Compositions
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I'll just use a flowchart here:

Link to high-res

[image loading]



Tips and Tricks
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- Your barracks, even though not producing, can be incredibly useful. Use it to create reactors and techlabs nonstop, continually lifting to produce more for your factories and starports.
- Your barracks can also be used to lift and scout your opponent's base on scrap and close-air metal/LT.
- Air armor is your #1 priority for upgrades


FAQ
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Q: Why the supply drop?
A: The supply drop gives you an instant benefit of 100 minerals, and a benefit of 50 additional minerals from the opportunity cost of not building a supply depot over the course of a supply depot build time. A MULE gives you 270 minerals over the course of 90 seconds. The supply drop is placed in the build at a key point where minerals are very tight. Saving 100 immediate minerals allows you to produce a second starport while continuing hellions - something not possible using a MULE.

Q: What are the expo timings?
A: I play this by ear. If your opponent is turtling, it's generally safe to keep expanding. If your opponent is being aggressive, keep producing. Think of it like a zerg player would. See replay vs ThisIsJimmy to see a quick 3rd base vs a turtling opponent or my game vs Sixto to see a more 1-base play.

Q: Why 2facts? Why not just make a reactor?
A: 2facts allows you to create 2x hellions while researching preigniter. It removes the inherent danger that comes with using only one factory to produce hellions. 2factories makes you much safer vs 2rax openings and early cheese, and gives you infrastructure for later down the road.

Q: Do you get cloak?
A: I only get cloak if I know my opponent will not have mobile detection soon (FE, bio), and sometimes not even then. Banshees are more of a combat unit than a stealth unit for me, although you can play around with this.

More will be added here as questions come in.


Guaranteed vs. Gambled Hellion Drops (new!)
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One thing that I think is important to learn is the difference between guaranteed hellion drops and gambled hellion drops. We'll define these as:

Guaranteed Drops: these are drops that you can expect to do economic damage with because, from scouting, you know the opponent has a vulnerability. It is reasonable to expect damage to be done, and if it is not, you may or may not be behind.

Gambled drops: these are drops that you do to force your opponent to keep troops in his base or exploit his weaknesses in defense. These builds are a gamble because they may or may not work, and you should never use them if they will put you significantly behind if they fail.

It is important to note that the build never relies on gambled drops to win. That is not to say that you shouldn't use them - they can be very powerful, and have other tangible benefits, such as forcing your opponent to build turrets, sensor towers, and keep units in his base. But your strategy should never rely on these to win, as they can be stopped without doing damage.

Situations where you can expect a guaranteed drop:
- If your opponent opens fast thor and moves his thor out of his base
- If your opponent opens quick cloaked banshee
- If your opponent FEs (the amount of units produced by a FE by drop time is not sufficient to kill your hellions before they do damage, especially considering they need to be spread over two bases)
- If your opponent is moving out of his base to attack you. Note that there are two situations here: your opponent leaves no units in his base, or he leaves units in his base to defend. Either one is considered damage, because leaving units in your base to defend reduces the size of his attacking force, and having no units forces guaranteed damage.

Situations where you have a gambled drop:
- Any situation where an opponent's army is sitting in his base
- Any 1base-vs-1base situation where your opponent has not moved out to attack


Replays
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At the bottom of this section is the option to download a small replay pack of 7 replays. I've picked out a couple choice replays though, below.

[image loading]

This demonstrates a response to a heavy bio/FE play. Note how much my macro slips, going 1k/1k resources at one point. Also notice the quick 3rd base in response to his heavy turtling. Still a relatively easy win, despite getting minimal damage with the initial hellion drop.

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This replay demonstrates a game vs an aggressive marine + hellion attack. Blue flame does a very easy job repelling enemy drops and punishing aggressive openers by killing SCVs.

[image loading]

The first question I always get is 'don't you just die to a tank/marine push'? This demonstrates the proper response. It is cleaned up with ease, and an easy win ensues.

Download entire replay pack (7 replays): link
Also see: vileDeathRow vs Drewbie (by PsyStarcraft): link

Edit: VTPokebunny has posted some reps of him executing it well, worth watching:

I just tried this in TL Open
vs 3500 EU Master Terran
vs 3000 EU Master Terran
vs MYM.ClouD - 3750 EU Master Terran
the first game I used it in the tournament was my third time ever. and its still a sick good build.


On February 08 2011 07:37 Pokebunny wrote:
vs vVvNGry, FireFlash Open Semifinals


Edit: MatronStarcraft has casted a game:


+ Show Spoiler +




Additionally, his TvP build is featured on liquipedia and his TvT build was analyzed by Day[9] in his show, providing legitimacy to their effectiveness.

In conclusion, because of these strategies I believe iEchoic is a premier poster in the strategy section with unparalleled tactical acumen. Thank you for your attention and your kind consideration.



It's pretty surprising that, considering this kind of a track record, iEchoic hasn't been highlighted, Definitely in support of seeing more of his T strategies, especially since they solidly go against the norm and really push terran play forward.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
February 18 2011 18:51 GMT
#31
On February 18 2011 04:23 Plexa wrote:
Does Alejandrisha have an aka?


also
http://us.battle.net/sc2/en/profile/2185926/1/spekkiO/

thanks for the nominations <3
get rich or die mining
TL+ Member
tofucake
Profile Blog Joined October 2009
Hyrule19019 Posts
February 18 2011 19:10 GMT
#32
On February 18 2011 05:08 Saracen wrote:
Show nested quote +
On February 18 2011 00:35 tofucake wrote:
Third on iEchoic.

Other people who I think should have highlighting include people like PainUser and a number of casters such as Wolf, Raelcun, Ipp, and TheGunrun. While they don't post much in Strategy (or at all), they have proven on their streams that they know what they are talking about, and getting highlight status may persuade them to post more often.

I strongly disagree with this. In fact, with a few possible exceptions, casters should not be highlighted. There's a difference between providing entertaining casts that are easily available to the masses and providing helpful, solid advice to particular situations. We set the bar pretty high in terms of knowing whats up for highlighted users.

I only advocate some of the many many many many many many casters. I'm not saying every caster should be highlighted (lol BigT), but I do feel that there are several who know the game inside and out.

Also, is this just for SC2 Strategy, or is highlighting also for BW?
Liquipediaasante sana squash banana
Ganjamaster
Profile Blog Joined May 2010
Argentina475 Posts
February 19 2011 01:12 GMT
#33
On February 19 2011 04:10 tofucake wrote:
Show nested quote +
On February 18 2011 05:08 Saracen wrote:
On February 18 2011 00:35 tofucake wrote:
Third on iEchoic.

Other people who I think should have highlighting include people like PainUser and a number of casters such as Wolf, Raelcun, Ipp, and TheGunrun. While they don't post much in Strategy (or at all), they have proven on their streams that they know what they are talking about, and getting highlight status may persuade them to post more often.

I strongly disagree with this. In fact, with a few possible exceptions, casters should not be highlighted. There's a difference between providing entertaining casts that are easily available to the masses and providing helpful, solid advice to particular situations. We set the bar pretty high in terms of knowing whats up for highlighted users.

I only advocate some of the many many many many many many casters. I'm not saying every caster should be highlighted (lol BigT), but I do feel that there are several who know the game inside and out.

Also, is this just for SC2 Strategy, or is highlighting also for BW?


On February 17 2011 21:32 Chill wrote:

Whenever a Highlighted Poster makes any post in the Starcraft 2 Strategy Forum, it becomes highlighted.


It is just for the strategy forum.

My hoes be the thickest, my dro.. the stickiest
BadWolf0
Profile Joined September 2010
United States300 Posts
February 19 2011 01:19 GMT
#34
What about having a featured streamer icon next to the name of people who have made it through that vetting process? I was going to nominate MrBitter, then saw some other people had. Then I looked at the guidelines and it seems like you really want the highlights to make the 100% top level stuff stand out. Seeing as all of the fans will probably be annoying with highlight requests and new threads eventually an icon may not be a bad idea to make the featured streamers stand out?

All hail the Queen!!!
s031720
Profile Joined December 2009
Sweden383 Posts
Last Edited: 2011-02-19 01:44:24
February 19 2011 01:42 GMT
#35
I support Echoic for the reasons allready listed. For consequently writing qualitative posts and not giving up on the forums.

I also support darkforce, even though hes allready choosen I just like to say that that is a great choice for obvious reasons.
Just another noob
AirbladeOrange
Profile Blog Joined June 2010
United States2572 Posts
February 19 2011 10:33 GMT
#36
Is it just me or has the strategy section already got better? This was a good idea to implement. Thanks TL dudes.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-02-19 13:02:32
February 19 2011 13:00 GMT
#37
On February 18 2011 06:20 CecilSunkure wrote:
I also think the same about iamke55's posts, but can't find a persuasive example


I second iamke55 - many quality-posts all around and as of recently a nice writeup of a/the standard PvZ macro playstyle:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=194376

I also second iEchoic out of the same reasons already posted: he may be/have been a bit whiney from time to time, but his quality-posts/threads are really well written and always provide great advice
"You see....YOU SEE..." © 2010 Sen
SpoR
Profile Blog Joined November 2010
United States1542 Posts
February 19 2011 13:48 GMT
#38
Is there a list somewhere of all the people who have this?
A man is what he thinks about all day long.
Leviance
Profile Joined November 2009
Germany4079 Posts
February 19 2011 14:44 GMT
#39
Well Pro players that have an account here like (P)Socke and (P)iNSoLeNCE should be obviously included, no matter if they don't post too often.
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-02-19 15:17:21
February 19 2011 15:16 GMT
#40
On February 19 2011 22:48 SpoR wrote:
Is there a list somewhere of all the people who have this?

I'll put it in the OP, thanks.
On February 19 2011 23:44 Leviance wrote:
Well Pro players that have an account here like (P)Socke and (P)iNSoLeNCE should be obviously included, no matter if they don't post too often.
Just because you're a top player doesn't mean you can post constructively. We've seen this time and time again with players so we are not going to highlight anyone before they post in the forum.
Administrator~ Spirit will set you free ~
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