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| bmoneyAK August 19 2012 05:06. Posts 79 | Profile # |
Hi,
How do Terrans figure out what P is doing when they 1 rax FE?
When I 1 rax FE against P I lose map vision when the first stalker comes out. I typically do the bomber build and I don't want to get picked away at by stalkers so I stay pretty close to my bunkers until I get medivacs or my factory for spotting. I reviewed Bomber's replays from Red Bull LAN and it looks like he's scanning at 7:30 and again before his push around 10:00, so maybe scanning is the safest and best way to do it.
1)Is there a practical alternative to scanning here or is scanning standard for the reasons oulined above? 2) I could send in a SCV, but the best case scenario here is that it spts unit comp and give me clues. I try and avoid giving the protoss gifts and I'm not sure if the life of this SCV is worth it.
Some discussion about TvP scouting http://www.teamliquid.net/forum/viewmessage.php?topic_id=349141 Bomber Build: http://www.teamliquid.net/forum/viewmessage.php?topic_id=340714 |
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| SC2John United States. August 19 2012 05:27. Posts 924 | Profile # |
In my experience, I feel like there are a few specific key times in TvP:
~6:00 - This is kind of the diversion point of 1-gate expand versus all-in. If you can scout an expansion without aggression behind it, you can easily do a marine shove with ~10 marines, pushing back the stalker and taking the nearest watch tower. If you do the Bomber optimization, you can just build a blind second bunker, then salvage and shove at ~6:30 after any particular pressure could be coming.
~7:00-7:30 - If your opponent went for an early expansion, this is the divergence point for protoss tech. At this point, you'll see either twilight/forge/gateway tech, colossus tech, or a fast 3rd. This will give you an idea of how to deal with the midgame correctly. You should probably use a scan here on the natural, looking in particular at the unit composition and geysers. In 4 or 5-rax aggressive variants, you can scout at this time with an attack, using an SCV or marine to poke up the ramp in front of your marines.
~10:00 - When you push out with your medivacs, it's important not only what your opponent is up to, but to see where units are positioned and if there's a potential weak spot. At this point you should have map control, 3 CC's, and be fairly close to full worker saturation, so spending scans at this time is perfectly warranted. |
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| Willzzz United Kingdom. August 19 2012 05:34. Posts 684 | Profile # |
You should be able to push back a stalker with a few marines, even if not there are multiple ways to scout.
Hide your scouting SCV out on the map Build a hellion Proxy scouting factory On many maps you can take a long route round to avoid the stalker |
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| SKDN Sweden. August 19 2012 05:35. Posts 241 | Profile # |
| Send in SCV at around 4:00-4:30 no expo bunker up , scan around 6-7 lots of gates? 6gate, see a robo and lots of gates but no twilight council and forge? probably colossus timing. Is he active on the map? probably aggression. more than 2 stalkers on 1 base? most likely blink stalker. no aggression but on 1 base and scan doesnt show alot? scout for stargate or DTs with SCV, most likely proxied, look at your supply when you scan and count pylons and figure out if he got lots of proxied or not, there are lots of signs. |
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| Mr. Bojangles United States. August 19 2012 09:49. Posts 15 | Profile # |
From a Protoss point of view, there are a few ways that I get scouted. Like Willzzz said, hiding your scv and sending it in the base to scout after the 1st stalker is out near your front. If that doesn't work, scans seem to be the most optimal way of safely scouting. Other than those two ways, if they don't do one of those, they just go blind and wait for the factory to float over.
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| U_G_L_Y United States. August 19 2012 10:08. Posts 458 | Profile Blog # |
On August 19 2012 05:27 SC2John wrote: In my experience, I feel like there are a few specific key times in TvP:
~6:00 - This is kind of the diversion point of 1-gate expand versus all-in. If you can scout an expansion without aggression behind it, you can easily do a marine shove with ~10 marines, pushing back the stalker and taking the nearest watch tower. If you do the Bomber optimization, you can just build a blind second bunker, then salvage and shove at ~6:30 after any particular pressure could be coming.
~7:00-7:30 - If your opponent went for an early expansion, this is the divergence point for protoss tech. At this point, you'll see either twilight/forge/gateway tech, colossus tech, or a fast 3rd. This will give you an idea of how to deal with the midgame correctly. You should probably use a scan here on the natural, looking in particular at the unit composition and geysers. In 4 or 5-rax aggressive variants, you can scout at this time with an attack, using an SCV or marine to poke up the ramp in front of your marines.
~10:00 - When you push out with your medivacs, it's important not only what your opponent is up to, but to see where units are positioned and if there's a potential weak spot. At this point you should have map control, 3 CC's, and be fairly close to full worker saturation, so spending scans at this time is perfectly warranted.
If you wait until 6 mins and they 4 gated, you are already dead. Your second bunker cannot complete in 15 seconds. I run my scv back in their base between 5 and 5:15
7:30 Protoss could have gone for one gate expand into 4 gate. This is the hardest build to deal with for me. If I conclusively determine that there is no robo facility, the Protoss is bad or I got really lucky. They only indication you can have is if you keep poking out the front of your base and out to the sides to look for a probe or proxy pylon. To do this, you need a marauder to tank stalker fire or you need amazing control. Your other option is to build a blind second bunker, which really puts your timing attack behind if Protoss did something greedy like double forge or fast third base. I really don't think you have money for a scan if you want your timing push to be effective. I only scan if they didn't expand or are trying really really hard to keep me from scouting them by spreading stalkers out at all possible hiding locations. Its just suspicious.
10:00 is about 1:15-1:30 before Bomber actually attacks with his 2 medivacs. Personally, I think Bomber's build is not a good go-to build for people with less than 300 APM because you don't have enough gas/upgrades to deal with blink all-ins and it hits when Protoss should have 3 colossus or about 4 Templar and storm, so drops are hard to execute and you get face-rolled in a straight up fight.. You also have no Marauder for a LONG time so you cannot leave your base to see what is going on if there are 2-3 stalkers on the map without crippling your push |
| | I'm older than NesTea and slower than GoOdy |
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| U_G_L_Y United States. August 19 2012 10:21. Posts 458 | Profile Blog # |
On August 19 2012 05:34 Willzzz wrote: You should be able to push back a stalker with a few marines, even if not there are multiple ways to scout.
Hide your scouting SCV out on the map Build a hellion Proxy scouting factory On many maps you can take a long route round to avoid the stalker
Good players will kite your marines indefinitely and they will all be dead before you get to the base. Hellions would delay medivacs and would still not be out until 8 at the soonest unless you are using Demuslim's build (2 rax then factory instead of 3) but the OP was asking about Bomber's build, in which the factory doesn't even start until about 8:30-9 mins, I believe. The scouting factory can't scout until your medivacs are in production, which means they will get to Protoss' third base about the same time as your army would. If you're going to scout that late, do it with 16 marines loaded into two medivacs. That will get you all the info you need. But I think the OP was referring to early game.Last edit: 2012-08-19 10:38:50 |
| | I'm older than NesTea and slower than GoOdy |
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| AethariA Canada. August 19 2012 11:28. Posts 21 | Profile # |
With your initial SCV scout, check Chronoboost, number of gases, and number of pylons.
If you see a Stalker being Chronoed out, a 4 gate is VERY less likely, so you can cross that off. Unless for some reason he had full Chrono energy on his Nexus, which he shouldn't, but I've seen a couple times on ladder, in that case, build an extra bunker to be safe, and a missle turret if he has double gas.
I haven't really studied 2 gas 3 Probes each openings enough yet, but, I know that it's most likely DT's, or some one base 5 gate Sentry Zealot all in (another tell for that is a Sentry after Zealot, no Stalker). 2 gases with 2 Probes in each is a 1 gate expand. 1 gas with 3 Probes in it is standard 1 Gate FE or 4 gate.
3 Pylons means no 4 gate. 2 Pylons can mean either 4 gate, or a 1 Gate FE.
tl;dr list of tells: 1 Gate FE -1 Gas (3 in each), 2 Gas (2 in each) -Low to middle amount of Chrono -2-3 Pylons -Chronoed Stalker
4 Gate -1 Gas (3 in each) -High/full Chrono energy -2 Pylons
If he Chronos his Stalker, be out of the base by 4:05. No Chrono, be out at 4:15. Hide your SCV around his third. Then go check his natural, and go into his base if possible around 4:40, the Zealot and Stalker should be gone to go poke your base by then. If no natural still, and you get into his base and you see 3-4 gates, make 2 extra bunkers. If he has a natural, one bunker will be fine. If you can get into his base, do it. Then just react to what you see, Twilight -> get a missle turret, etc. 5+ Gates is a big sign of aggression, or it could be Chargelot Archon/HT. Scan the natural at 8:00. If the 2 gas are taken, he will be teching. If he doesn't have them, you should have time to get some more bunkers up, because he will be attacking. If your SCV dies before you casn check the natural, scan at about 6:00. Place your scan so that you would just barely be able to see the Nexus, and some of his main, to see if you can see any tech/gates.
There is a lot more of course, but I don't know everything. Hopefully this helped!Last edit: 2012-08-19 11:33:01 |
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| Picklebread August 19 2012 12:04. Posts 790 | Profile # |
Scout timings: initial scv scout : check for 3 pylons chronoboost and how many gases. If its not 3 pylons then hes supply blocked which = proxy unless hes building an expansion at 26/26 or something
5:00-5:15 : check for an expansion. If he doesnt have an expansion, then its some kind of 1base play or delayed expansion so definetly throw down static defence. Prepare for any of the number of things they can be doing.
Rest is assuming theres an expansion
6:20 - 6:40 (sorry not totally sure on this but its around there) check for a quick third base and then with the same scv go to the front of his base and poke to see what his army looks like or if there is an army. At the same time poke with a marine around looking for proxy pylons and see what you can find out. If theres no army at his base then you know that its SOMEWHERE so dance around in his base. Can be a fe -> aggressive 3gate or 4gate if his army is not there. If its sentry heavy then theres the possibility of a 7gate.
7:00 : this is when the protoss tech goes down alot of the time, or mass gateway ect. If the scv survives at 6:20 - 6:40 scout again around his base.
7:25 : send a marine out and look for proxy pylons again in case of a gateway all in
9:30 : (assuming you went fe into medivacs like bomber does) move out with medivacs on the map. Go straight to his base to see whats up. When you get there, find out what hes doing. Keep the pressure on. If hes going collossi, start making vikings. I like to add a 2nd starport but thats just preference really. If hes going for like gateway heavy then add a ghost academy. Also leave a marine at his 3rd to scout for that. If this marine dies then send another, or if your floating your factory send it there.
12:00 : If theres no 3rd started then its safe to assume hes doing a 2base timing. If he went collossi, bunker the FK up at the front of your base, like 6 bunkers at least and make vikings. It'd be smart to start a 2nd starport. If he went gateway heavy then same thing but make ghosts. When he starts his 3rd base
14:00 : if you havent already, make a 2nd starport if they went for gateway heavy or add a ghost academy in case for a tech switch.
Dont be scared to sac scvs, they are definitely worth it. If you HAVE to scan then fine do it. Only time i'd scan is at 6 mins if he doesnt have an expansion. I can usually find out what i need to with scv's and marines.Last edit: 2012-08-19 12:06:10 |
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| SC2John United States. August 19 2012 14:45. Posts 924 | Profile # |
On August 19 2012 10:08 U_G_L_Y wrote: Show nested quote +On August 19 2012 05:27 SC2John wrote: In my experience, I feel like there are a few specific key times in TvP:
~6:00 - This is kind of the diversion point of 1-gate expand versus all-in. If you can scout an expansion without aggression behind it, you can easily do a marine shove with ~10 marines, pushing back the stalker and taking the nearest watch tower. If you do the Bomber optimization, you can just build a blind second bunker, then salvage and shove at ~6:30 after any particular pressure could be coming.
~7:00-7:30 - If your opponent went for an early expansion, this is the divergence point for protoss tech. At this point, you'll see either twilight/forge/gateway tech, colossus tech, or a fast 3rd. This will give you an idea of how to deal with the midgame correctly. You should probably use a scan here on the natural, looking in particular at the unit composition and geysers. In 4 or 5-rax aggressive variants, you can scout at this time with an attack, using an SCV or marine to poke up the ramp in front of your marines.
~10:00 - When you push out with your medivacs, it's important not only what your opponent is up to, but to see where units are positioned and if there's a potential weak spot. At this point you should have map control, 3 CC's, and be fairly close to full worker saturation, so spending scans at this time is perfectly warranted.
If you wait until 6 mins and they 4 gated, you are already dead. Your second bunker cannot complete in 15 seconds. I run my scv back in their base between 5 and 5:15 7:30 Protoss could have gone for one gate expand into 4 gate. This is the hardest build to deal with for me. If I conclusively determine that there is no robo facility, the Protoss is bad or I got really lucky. They only indication you can have is if you keep poking out the front of your base and out to the sides to look for a probe or proxy pylon. To do this, you need a marauder to tank stalker fire or you need amazing control. Your other option is to build a blind second bunker, which really puts your timing attack behind if Protoss did something greedy like double forge or fast third base. I really don't think you have money for a scan if you want your timing push to be effective. I only scan if they didn't expand or are trying really really hard to keep me from scouting them by spreading stalkers out at all possible hiding locations. Its just suspicious. 10:00 is about 1:15-1:30 before Bomber actually attacks with his 2 medivacs. Personally, I think Bomber's build is not a good go-to build for people with less than 300 APM because you don't have enough gas/upgrades to deal with blink all-ins and it hits when Protoss should have 3 colossus or about 4 Templar and storm, so drops are hard to execute and you get face-rolled in a straight up fight.. You also have no Marauder for a LONG time so you cannot leave your base to see what is going on if there are 2-3 stalkers on the map without crippling your push
You have some strange thought processes. I want to clarify what I said and maybe clarify some of the things you said:
1) 6:00 is a DIVERGENCE POINT. Honestly, with the Bomber optimization, there's no reason NOT to throw down a blind second bunker and scout at 6:00 and get a chance to look at the expansion, gases, and tech. If you knew how the build worked, you would know that it allows for an extra bunker early on with no delay on your 10:00 push.
2) Scans are perfectly fine after 7:30. A lot of pros will stop MULEing around this time because their economy will be nearing equality with the protoss 2-base economy and because it doesn't slow down or inhibit your 10:00 timing + expansion.
3) 10:00 is the time when the first 2 medivacs get out. Many pros who use this timing will push out IMMEDIATELY with these first 2 medivacs. Taking into account build time and travel time to your opponent's base, we come close to your estimate. Also, general TvP these days is to get 2 techlabs/1 reactor and push with a fairly equal ratio of marauders to marines. This makes blink all-ins that hit after 10:00 lolz. However, I definitely agree that the 3-rax builds that are popular...suck hahaha. I'd much rather 4 or 5-rax pressure.
On August 19 2012 05:34 Willzzz wrote: You should be able to push back a stalker with a few marines, even if not there are multiple ways to scout.
Hide your scouting SCV out on the map Build a hellion Proxy scouting factory On many maps you can take a long route round to avoid the stalker
BTW, this man ^ knows his shit. I like Mr. Willzzz, he's always right. This is super sound advice.Last edit: 2012-08-19 14:56:25 |
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| U_G_L_Y United States. August 19 2012 16:45. Posts 458 | Profile Blog # |
On August 19 2012 14:45 SC2John wrote: Show nested quote +On August 19 2012 10:08 U_G_L_Y wrote: On August 19 2012 05:27 SC2John wrote: In my experience, I feel like there are a few specific key times in TvP:
~6:00 - This is kind of the diversion point of 1-gate expand versus all-in. If you can scout an expansion without aggression behind it, you can easily do a marine shove with ~10 marines, pushing back the stalker and taking the nearest watch tower. If you do the Bomber optimization, you can just build a blind second bunker, then salvage and shove at ~6:30 after any particular pressure could be coming.
~7:00-7:30 - If your opponent went for an early expansion, this is the divergence point for protoss tech. At this point, you'll see either twilight/forge/gateway tech, colossus tech, or a fast 3rd. This will give you an idea of how to deal with the midgame correctly. You should probably use a scan here on the natural, looking in particular at the unit composition and geysers. In 4 or 5-rax aggressive variants, you can scout at this time with an attack, using an SCV or marine to poke up the ramp in front of your marines.
~10:00 - When you push out with your medivacs, it's important not only what your opponent is up to, but to see where units are positioned and if there's a potential weak spot. At this point you should have map control, 3 CC's, and be fairly close to full worker saturation, so spending scans at this time is perfectly warranted.
If you wait until 6 mins and they 4 gated, you are already dead. Your second bunker cannot complete in 15 seconds. I run my scv back in their base between 5 and 5:15 7:30 Protoss could have gone for one gate expand into 4 gate. This is the hardest build to deal with for me. If I conclusively determine that there is no robo facility, the Protoss is bad or I got really lucky. They only indication you can have is if you keep poking out the front of your base and out to the sides to look for a probe or proxy pylon. To do this, you need a marauder to tank stalker fire or you need amazing control. Your other option is to build a blind second bunker, which really puts your timing attack behind if Protoss did something greedy like double forge or fast third base. I really don't think you have money for a scan if you want your timing push to be effective. I only scan if they didn't expand or are trying really really hard to keep me from scouting them by spreading stalkers out at all possible hiding locations. Its just suspicious. 10:00 is about 1:15-1:30 before Bomber actually attacks with his 2 medivacs. Personally, I think Bomber's build is not a good go-to build for people with less than 300 APM because you don't have enough gas/upgrades to deal with blink all-ins and it hits when Protoss should have 3 colossus or about 4 Templar and storm, so drops are hard to execute and you get face-rolled in a straight up fight.. You also have no Marauder for a LONG time so you cannot leave your base to see what is going on if there are 2-3 stalkers on the map without crippling your push
You have some strange thought processes. I want to clarify what I said and maybe clarify some of the things you said: 1) 6:00 is a DIVERGENCE POINT. Honestly, with the Bomber optimization, there's no reason NOT to throw down a blind second bunker and scout at 6:00 and get a chance to look at the expansion, gases, and tech. If you knew how the build worked, you would know that it allows for an extra bunker early on with no delay on your 10:00 push. 2) Scans are perfectly fine after 7:30. A lot of pros will stop MULEing around this time because their economy will be nearing equality with the protoss 2-base economy and because it doesn't slow down or inhibit your 10:00 timing + expansion. 3) 10:00 is the time when the first 2 medivacs get out. Many pros who use this timing will push out IMMEDIATELY with these first 2 medivacs. Taking into account build time and travel time to your opponent's base, we come close to your estimate. Also, general TvP these days is to get 2 techlabs/1 reactor and push with a fairly equal ratio of marauders to marines. This makes blink all-ins that hit after 10:00 lolz. However, I definitely agree that the 3-rax builds that are popular...suck hahaha. I'd much rather 4 or 5-rax pressure. Show nested quote +On August 19 2012 05:34 Willzzz wrote: You should be able to push back a stalker with a few marines, even if not there are multiple ways to scout.
Hide your scouting SCV out on the map Build a hellion Proxy scouting factory On many maps you can take a long route round to avoid the stalker
BTW, this man ^ knows his shit. I like Mr. Willzzz, he's always right. This is super sound advice.
WTF kind of blink all-in hits after 10 minutes? Blink with observer hits about 7:15. Bomber's build fares poorly against this and is an auto loss on some maps.
I disagree about the scans. I feel like I need every single mineral to do some damage at 10 minutes because if you don't, you squandered your "midgame advanatage" and just lose... |
| | I'm older than NesTea and slower than GoOdy |
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| Willzzz United Kingdom. August 19 2012 18:42. Posts 684 | Profile # |
On August 19 2012 10:21 U_G_L_Y wrote: Show nested quote +On August 19 2012 05:34 Willzzz wrote: You should be able to push back a stalker with a few marines, even if not there are multiple ways to scout.
Hide your scouting SCV out on the map Build a hellion Proxy scouting factory On many maps you can take a long route round to avoid the stalker
Good players will kite your marines indefinitely and they will all be dead before you get to the base. Hellions would delay medivacs and would still not be out until 8 at the soonest unless you are using Demuslim's build (2 rax then factory instead of 3) but the OP was asking about Bomber's build, in which the factory doesn't even start until about 8:30-9 mins, I believe. The scouting factory can't scout until your medivacs are in production, which means they will get to Protoss' third base about the same time as your army would. If you're going to scout that late, do it with 16 marines loaded into two medivacs. That will get you all the info you need. But I think the OP was referring to early game.
In theory stalkers can kite marines indefinitely, in reality usually not. In my games at master level I usually have little problem with early game stalkers. I often see similar stories at pro level, sometimes even top pros will lose their stalker to naked marines. When I say push the stalker back I don't mean all the way back to his base, just off the watchtower, this is especially easy on maps like daybreak and entombed where there are vision blockers.
In Bomber's build the factory starts at 7:00, but you can easily do a build that starts earlier, most pros get earlier gas than this. A hellion isn't going to delay medivac production at all, this isn't some medivac rush we are doing here.
Players shouldn't limit themselves to copying a specific "pro" build especially if they don't feel comfortable with it. It's not as Bomber is known as a particularly strong TvP player anyway.
More to the point I think the OP needs to make more of what he can see around the map without making it into the protoss base. At 7:30 there aren't that many things you need to be looking out for, some sort of 2 base all-in or perhaps an early third. Both of these can be scouted without seeing inside their base at all if you have units out on the map.
U_G_L_Y wrote: I disagree about the scans. I feel like I need every single mineral to do some damage at 10 minutes because if you don't, you squandered your "midgame advanatage" and just lose...
Did you read what he wrote, any scan after 7:30 won't hurt your 10 minutes push at all.
Let's say you MULE at 8:00 after say 35s you have enough for another rax, this then takes 65s to build, so at 9:40 you have an extra naked rax, so maybe you have 1 extra marine at 10:05, big deal. You push at 10 minutes is dependant on the production you built at around 6-7 minutes, anything you add after that won't make much difference. |
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| Tailss Sweden. August 19 2012 19:00. Posts 224 | Profile # |
On August 19 2012 16:45 U_G_L_Y wrote: Show nested quote +On August 19 2012 14:45 SC2John wrote: On August 19 2012 10:08 U_G_L_Y wrote: On August 19 2012 05:27 SC2John wrote: In my experience, I feel like there are a few specific key times in TvP:
~6:00 - This is kind of the diversion point of 1-gate expand versus all-in. If you can scout an expansion without aggression behind it, you can easily do a marine shove with ~10 marines, pushing back the stalker and taking the nearest watch tower. If you do the Bomber optimization, you can just build a blind second bunker, then salvage and shove at ~6:30 after any particular pressure could be coming.
~7:00-7:30 - If your opponent went for an early expansion, this is the divergence point for protoss tech. At this point, you'll see either twilight/forge/gateway tech, colossus tech, or a fast 3rd. This will give you an idea of how to deal with the midgame correctly. You should probably use a scan here on the natural, looking in particular at the unit composition and geysers. In 4 or 5-rax aggressive variants, you can scout at this time with an attack, using an SCV or marine to poke up the ramp in front of your marines.
~10:00 - When you push out with your medivacs, it's important not only what your opponent is up to, but to see where units are positioned and if there's a potential weak spot. At this point you should have map control, 3 CC's, and be fairly close to full worker saturation, so spending scans at this time is perfectly warranted.
If you wait until 6 mins and they 4 gated, you are already dead. Your second bunker cannot complete in 15 seconds. I run my scv back in their base between 5 and 5:15 7:30 Protoss could have gone for one gate expand into 4 gate. This is the hardest build to deal with for me. If I conclusively determine that there is no robo facility, the Protoss is bad or I got really lucky. They only indication you can have is if you keep poking out the front of your base and out to the sides to look for a probe or proxy pylon. To do this, you need a marauder to tank stalker fire or you need amazing control. Your other option is to build a blind second bunker, which really puts your timing attack behind if Protoss did something greedy like double forge or fast third base. I really don't think you have money for a scan if you want your timing push to be effective. I only scan if they didn't expand or are trying really really hard to keep me from scouting them by spreading stalkers out at all possible hiding locations. Its just suspicious. 10:00 is about 1:15-1:30 before Bomber actually attacks with his 2 medivacs. Personally, I think Bomber's build is not a good go-to build for people with less than 300 APM because you don't have enough gas/upgrades to deal with blink all-ins and it hits when Protoss should have 3 colossus or about 4 Templar and storm, so drops are hard to execute and you get face-rolled in a straight up fight.. You also have no Marauder for a LONG time so you cannot leave your base to see what is going on if there are 2-3 stalkers on the map without crippling your push
You have some strange thought processes. I want to clarify what I said and maybe clarify some of the things you said: 1) 6:00 is a DIVERGENCE POINT. Honestly, with the Bomber optimization, there's no reason NOT to throw down a blind second bunker and scout at 6:00 and get a chance to look at the expansion, gases, and tech. If you knew how the build worked, you would know that it allows for an extra bunker early on with no delay on your 10:00 push. 2) Scans are perfectly fine after 7:30. A lot of pros will stop MULEing around this time because their economy will be nearing equality with the protoss 2-base economy and because it doesn't slow down or inhibit your 10:00 timing + expansion. 3) 10:00 is the time when the first 2 medivacs get out. Many pros who use this timing will push out IMMEDIATELY with these first 2 medivacs. Taking into account build time and travel time to your opponent's base, we come close to your estimate. Also, general TvP these days is to get 2 techlabs/1 reactor and push with a fairly equal ratio of marauders to marines. This makes blink all-ins that hit after 10:00 lolz. However, I definitely agree that the 3-rax builds that are popular...suck hahaha. I'd much rather 4 or 5-rax pressure. On August 19 2012 05:34 Willzzz wrote: You should be able to push back a stalker with a few marines, even if not there are multiple ways to scout.
Hide your scouting SCV out on the map Build a hellion Proxy scouting factory On many maps you can take a long route round to avoid the stalker
BTW, this man ^ knows his shit. I like Mr. Willzzz, he's always right. This is super sound advice.
WTF kind of blink all-in hits after 10 minutes? Blink with observer hits about 7:15. Bomber's build fares poorly against this and is an auto loss on some maps. I disagree about the scans. I feel like I need every single mineral to do some damage at 10 minutes because if you don't, you squandered your "midgame advanatage" and just lose...
There is a 2 base blink all in with warp prism that can be quite powerful sometimes. And no Bomber's build isnt particularly bad against Blink all in. And its definetely not autoloss on any map as long as you play it out right. In fact, Bomber's build is pretty strong against most 1 base all ins. Its weak against some 2 base all ins though. Scan is quite a waste indeed, you can just check for proxy pylons to be able to identify all ins. Also, why in hell would you have to do damage with at 10 minutes? you dont have to do damage at all with your midgame push, as long you dont lose your own units. Its not like TvP lategame is impossible as terran. Most of what you're saying makes no sense and is actually just complete bullshit tbh.
Last edit: 2012-08-19 19:01:24 |
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| U_G_L_Y United States. August 20 2012 04:25. Posts 458 | Profile Blog # |
On August 19 2012 18:42 Willzzz wrote: Show nested quote +On August 19 2012 10:21 U_G_L_Y wrote: On August 19 2012 05:34 Willzzz wrote: You should be able to push back a stalker with a few marines, even if not there are multiple ways to scout.
Hide your scouting SCV out on the map Build a hellion Proxy scouting factory On many maps you can take a long route round to avoid the stalker
Good players will kite your marines indefinitely and they will all be dead before you get to the base. Hellions would delay medivacs and would still not be out until 8 at the soonest unless you are using Demuslim's build (2 rax then factory instead of 3) but the OP was asking about Bomber's build, in which the factory doesn't even start until about 8:30-9 mins, I believe. The scouting factory can't scout until your medivacs are in production, which means they will get to Protoss' third base about the same time as your army would. If you're going to scout that late, do it with 16 marines loaded into two medivacs. That will get you all the info you need. But I think the OP was referring to early game.
In theory stalkers can kite marines indefinitely, in reality usually not. In my games at master level I usually have little problem with early game stalkers. I often see similar stories at pro level, sometimes even top pros will lose their stalker to naked marines. When I say push the stalker back I don't mean all the way back to his base, just off the watchtower, this is especially easy on maps like daybreak and entombed where there are vision blockers. In Bomber's build the factory starts at 7:00, but you can easily do a build that starts earlier, most pros get earlier gas than this. A hellion isn't going to delay medivac production at all, this isn't some medivac rush we are doing here. Players shouldn't limit themselves to copying a specific "pro" build especially if they don't feel comfortable with it. It's not as Bomber is known as a particularly strong TvP player anyway. More to the point I think the OP needs to make more of what he can see around the map without making it into the protoss base. At 7:30 there aren't that many things you need to be looking out for, some sort of 2 base all-in or perhaps an early third. Both of these can be scouted without seeing inside their base at all if you have units out on the map. Show nested quote +U_G_L_Y wrote: I disagree about the scans. I feel like I need every single mineral to do some damage at 10 minutes because if you don't, you squandered your "midgame advanatage" and just lose...
Did you read what he wrote, any scan after 7:30 won't hurt your 10 minutes push at all. Let's say you MULE at 8:00 after say 35s you have enough for another rax, this then takes 65s to build, so at 9:40 you have an extra naked rax, so maybe you have 1 extra marine at 10:05, big deal. You push at 10 minutes is dependant on the production you built at around 6-7 minutes, anything you add after that won't make much difference.
Master Ps rarely trade against early marines inefficiently in my experience. I'm not going to execute a strategy that relies on them sucking.
He was asking about Bomber's build. Not my build. Not DeMuslim's build.
I read what SC2John wrote but he is flat out wrong. Using a scan before 9 minutes results in about 4-5 less marines when you move out or delays your push. That is a LOT.
Yes, it is a Medivac rush. That is what a (10 minute) timing push IS. You attack when stim, +1, combat shields, and 2 medivacs are done. Every second you wait to move out past 9:45 dramatically increases the chance that you will encounter 1 more warp in cycle, 1 more colossus, or the Templar will have energy for 1 more storm. If you take 30 seconds to build a hellion, THEN start your reactor, your hellion arrives at Protoss base about 45 seconds before your whole army would have arrived accompanied by 2 medivacs, so what purpose does it serve? He's not talking about 1 rax FE into 1/1/1. Did you read what he wrote?
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| | I'm older than NesTea and slower than GoOdy |
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| U_G_L_Y United States. August 20 2012 04:53. Posts 458 | Profile Blog # |
On August 19 2012 19:00 Tailss wrote: Show nested quote +On August 19 2012 16:45 U_G_L_Y wrote: On August 19 2012 14:45 SC2John wrote: On August 19 2012 10:08 U_G_L_Y wrote: On August 19 2012 05:27 SC2John wrote: In my experience, I feel like there are a few specific key times in TvP:
~6:00 - This is kind of the diversion point of 1-gate expand versus all-in. If you can scout an expansion without aggression behind it, you can easily do a marine shove with ~10 marines, pushing back the stalker and taking the nearest watch tower. If you do the Bomber optimization, you can just build a blind second bunker, then salvage and shove at ~6:30 after any particular pressure could be coming.
~7:00-7:30 - If your opponent went for an early expansion, this is the divergence point for protoss tech. At this point, you'll see either twilight/forge/gateway tech, colossus tech, or a fast 3rd. This will give you an idea of how to deal with the midgame correctly. You should probably use a scan here on the natural, looking in particular at the unit composition and geysers. In 4 or 5-rax aggressive variants, you can scout at this time with an attack, using an SCV or marine to poke up the ramp in front of your marines.
~10:00 - When you push out with your medivacs, it's important not only what your opponent is up to, but to see where units are positioned and if there's a potential weak spot. At this point you should have map control, 3 CC's, and be fairly close to full worker saturation, so spending scans at this time is perfectly warranted.
If you wait until 6 mins and they 4 gated, you are already dead. Your second bunker cannot complete in 15 seconds. I run my scv back in their base between 5 and 5:15 7:30 Protoss could have gone for one gate expand into 4 gate. This is the hardest build to deal with for me. If I conclusively determine that there is no robo facility, the Protoss is bad or I got really lucky. They only indication you can have is if you keep poking out the front of your base and out to the sides to look for a probe or proxy pylon. To do this, you need a marauder to tank stalker fire or you need amazing control. Your other option is to build a blind second bunker, which really puts your timing attack behind if Protoss did something greedy like double forge or fast third base. I really don't think you have money for a scan if you want your timing push to be effective. I only scan if they didn't expand or are trying really really hard to keep me from scouting them by spreading stalkers out at all possible hiding locations. Its just suspicious. 10:00 is about 1:15-1:30 before Bomber actually attacks with his 2 medivacs. Personally, I think Bomber's build is not a good go-to build for people with less than 300 APM because you don't have enough gas/upgrades to deal with blink all-ins and it hits when Protoss should have 3 colossus or about 4 Templar and storm, so drops are hard to execute and you get face-rolled in a straight up fight.. You also have no Marauder for a LONG time so you cannot leave your base to see what is going on if there are 2-3 stalkers on the map without crippling your push
You have some strange thought processes. I want to clarify what I said and maybe clarify some of the things you said: 1) 6:00 is a DIVERGENCE POINT. Honestly, with the Bomber optimization, there's no reason NOT to throw down a blind second bunker and scout at 6:00 and get a chance to look at the expansion, gases, and tech. If you knew how the build worked, you would know that it allows for an extra bunker early on with no delay on your 10:00 push. 2) Scans are perfectly fine after 7:30. A lot of pros will stop MULEing around this time because their economy will be nearing equality with the protoss 2-base economy and because it doesn't slow down or inhibit your 10:00 timing + expansion. 3) 10:00 is the time when the first 2 medivacs get out. Many pros who use this timing will push out IMMEDIATELY with these first 2 medivacs. Taking into account build time and travel time to your opponent's base, we come close to your estimate. Also, general TvP these days is to get 2 techlabs/1 reactor and push with a fairly equal ratio of marauders to marines. This makes blink all-ins that hit after 10:00 lolz. However, I definitely agree that the 3-rax builds that are popular...suck hahaha. I'd much rather 4 or 5-rax pressure. On August 19 2012 05:34 Willzzz wrote: You should be able to push back a stalker with a few marines, even if not there are multiple ways to scout.
Hide your scouting SCV out on the map Build a hellion Proxy scouting factory On many maps you can take a long route round to avoid the stalker
BTW, this man ^ knows his shit. I like Mr. Willzzz, he's always right. This is super sound advice.
WTF kind of blink all-in hits after 10 minutes? Blink with observer hits about 7:15. Bomber's build fares poorly against this and is an auto loss on some maps. I disagree about the scans. I feel like I need every single mineral to do some damage at 10 minutes because if you don't, you squandered your "midgame advanatage" and just lose...
There is a 2 base blink all in with warp prism that can be quite powerful sometimes. And no Bomber's build isnt particularly bad against Blink all in. And its definetely not autoloss on any map as long as you play it out right. In fact, Bomber's build is pretty strong against most 1 base all ins. Its weak against some 2 base all ins though. Scan is quite a waste indeed, you can just check for proxy pylons to be able to identify all ins. Also, why in hell would you have to do damage with at 10 minutes? you dont have to do damage at all with your midgame push, as long you dont lose your own units. Its not like TvP lategame is impossible as terran. Most of what you're saying makes no sense and is actually just complete bullshit tbh.
If you can consistently hold a blink all-in with only marines on Cloud Kingdom, then you should try to qualify for GSL or stop trolling gold protoss players.
If you think David Kim is wrong and Terran doesn't need to exploit a mid-game advantage, take it up with him. That damage can be simply denying Protoss' third base until yours is up and running. But some form of mid-game damage is required to win if significant mistakes are not made. My opinion (and I was clear that it was my feeling) is that it is much much easier to find/create an opening to do damage the sooner you start. |
| | I'm older than NesTea and slower than GoOdy |
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| kuroshiroi August 20 2012 06:03. Posts 3149 | Profile # |
Scout the P with an SCV, hide the SCV, go back in at ~6 minutes to check for an expansion. Build two bunkers always, third bunker if there's no expansion. Also a turret at your front if you saw double gas with your first SCV. Actually, a turret at the front is almost always a good idea as it helps you kill observers and prevents DTs for the most part. Fucking DTs are what usually kills me, so that's my main concern with the bomber build. 2 bunkers stops almost everything else.
Also, scan his nat before pushing at 10-11 minutes. If he has too much stuff, for instance 2 colossi with lots of ground support, hang back and wait for 4 medivacs and multiple vikings etc.
After this, the main thing you need to figure out is the HT timing. Scans are probably necessary there. I tend to build my ghost academy at the same time as my third, then it doesn't matter too much when the P gets HT. |
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