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[D] TvZ -Timings for Scouting

Forum Index > StarCraft 2 Strategy
 
 bmoneyAK   July 12 2012 20:03. Posts 79
Profile # 
Hi,

I would like to know what you guys think about optimal timings for scouting with SCV's in the TvZ matchup. Here's how I do it now:

Step 1:
Typically, I 1 rax FE and scout after the rax is started, generally around 2 minutes. The SCV arrives at the Z base around 3 minutes. Typically I see hatch started and pool started, so I run around in circles until the pool is about to finish and watch the gas timing. I leave before the pool started. Mainly, my goal here is to check the timings on the hatch, pool, and gas and and get the SCV out in time.

Step 2:
I bring the SCV back around 5:00 to see if Z is mining gas after 100. I am not sure that I should do this, as the odds of losing the SCV are high.

Step 3:
Starting around 5:00 or 6:00 I will use the SCV from steps 1&2 to scout for a third base.I generally park the SCV at the fourth base and bring him back to the third every once in a while to check the timing of the third.

This is how I scout before I get hellions on a 1 Rax FE into 2 x Gas. Can you guys give me any constructive criticism about when I should be scouting and what I should be looking for?

Also, I am thinking that the ability to safely return and scout for gas being mined after 100 may depend on the timings of the gas and pool, so that there may be some openings where it is worth it to come back and others where it is not.

Thank you for your help,
Old Post

 
 jay.li   United States. July 13 2012 02:08. Posts 23
Profile # 
You could delay the initial scout because the likelihood of a non-hatch first is so low, and even then, you can probably tell on most maps whether the pool or hatch went down first. In addition, you can always click on the extractor if there is one to see how much has been mined, so a later scout that can see these things before lings are out is completely fine.
After that, I usually send the scout to patrol between the third and fourth base for a bit, and then around 5 or 6, I check the front for spines, extra queens, etc. If there are extra queens or spines and no third yet, it is likely either heavy droning with a slightly delayed but immediately saturated third, or 2 base tech. If there are no spines or extra queens, with limited creep spread, some sort of bust is definitely a possibility and it might even be worth spending a scan to see the main and check for roaches, banelings, and gas count.
Old Post

 
 LuxTerran   United States. July 13 2012 10:12. Posts 3
Profile # 
I think you are doing a good job on scouting information. I was having troubles figuring out what the zerg was doing until I had a consistent scan timing. I do what you do but I also always scan with the first 50 energy of my second OC (I 1raxFe).

Not sure if this is optimal but the timing of the scan is nice because it comes just in time to spot a roach warren or bane nest (or maybe both) unless they put their tech at their natural but even then I can get a decent idea of what the zerg is doing by seeing if he is mining gas or not.

I dream to not only to compete with the best, but inspire the best.
Old Post

 
 bmoneyAK   July 13 2012 13:50. Posts 79
Profile # 
Hi there,

This is around 5:45. You should see if you can get the info that you need by bringing a SCV in at around that time or looking for a third. I don't think it matters too much at mid levels, but I try and play as optimally as possible and scanning early in the game is expensive!
Old Post

 
 SC2John   United States. July 13 2012 14:07. Posts 919
Profile # 
I think the initial scout is most important. You can delay this scout until after barracks finishes generally (maybe earlier on 4-player maps). You're scouting in particular for 1) expo 2) pool timing and 3) GAS TIMING. The gas timings will generally allow you insight into whether they are planning to go for a fast 3rd or likely to attempt a bust. Basically the scout timing for this is 0:00-4:20.

The second key scout timing is 6:30-7:30 to scout for an early 3rd. You can do this however you'd like, with an SCV, a hellion, etc. The key thing you're looking for is whether or not he started a 3rd. After this, you can poke up or suicide an SCV in his natural/main to check out his gases and gas saturation. This will give you info on whether he's doing some kind of a delayed bust, getting double ups, or just early speed.

Generally, a baneling bust timing window is 7:30-8:00. Watch for zerglings streaming across the map at this time. The general timing of a roach bust is 8:30-9:00. During this time, you should have scouted no 3rd base and caught a handful of slow roaches crossing the map. Knowing these timings and having map vision and awareness at these times will save you a great deal of guessing.

The only really notable timings after these 2 are the lair and hive tech timings. Lair tech generally comes around 10:00-12:00 these days (earlier if they're 2basing). Don't be afraid to spend a scan ~10:00 to check for his lair. Generally this also gives you insight into whether he's going mutas or infestors and allow you a possible window of opportunity. After a while, you'll get a general feel for when he SHOULD be going lair.

The hive tech timing is roughly 15:00-18:00 depending on what happened in the early- to mid-game. Again, intuition should play a role in guessing the timing of the hive. When you scout the hive morphing, you can start to skew your army composition and prepare for a possible BL/infestor army.

The rest of the time, you should have a good idea where things are by being aggressive and doing multi-pronged attacks. Unless you're doing mech...then things change a little. But these are the key timings for bio-based play.
Old Post

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