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Basically, list the typical timings of researches and techs that are generally important to know, assuming the build order of the person is optimized. I will keep adding to this post as people post. If you disagree with the timings, feel free to correct it. These are not all of my timings, they are various posters, so don't shoot the messenger if it is wrong. Also, if posting timings, try to do it when things complete/spawn, and do not attempt to account for distance/travel time, because that will be different depending on spawns and maps.
Also, to make things even more organized, give me some input on where these builds should be, as to if they are general or match-up specific.
Protoss (General): 4 Warpgate - warpgates + wg research finish ~5:20 Standard 1 Gas 4 Gateway Rush - ~5:45-6:00 2 Base Colossus Timing ~13:00 3 Gate Robo: (6 zealots, 3 stalkers, 2 sentries, 2 immortals): 8:00 3 Gate Blink Stalker - w/ blink finishing at ~6:30 DT rush - 3 DT's out at ~6:45
vs Zerg 1 Gate Stargate - 1st Phoenix out at ~5:55
vs Terran
vs Protoss 3 Gate 1 Gas, 5 zealots and 8 stalkers ~ 6:10-6:30 2 gate (6 zealots needs to be changed because of zealot build time): 4:30
----------------------------------------------------------------------------------------------------------------------------------------------- Terran (General): 9 Rax Reaper (1 reaper): 3:15 9 Rax Marauder (2 marauders): 3:35 5 Marine 4 Marauder stim tiiming push: 5:00 2 Hellion reactor rush: 5:19 4 Hellion Reactor rush: 5:49 Tank Marine Marauder (1 tank 4 marines 2 marauders): 6:00 Cloaked Banshee - banshee out at ~6:20 cloak finishes at ~7:20 Thor drop (1 thor + medivac): 6:33 2 Port Banshee - 2 banshees out at ~6:35 Blue flames Hellion finish ~7:00 3 Barracks Stim Timing Push ~7:00-7:30 Drop Blue flames Hellion in your base ~8:00 Gas before Barracks Hellions pop at ~4:30 2 Barracks Medivac Stim/Concussive drop/push ~7:45 2 tanks with siege out at ~6:30 Concussive shells finish at 4.45
vs Zerg
vs Terran
vs Protoss Marine/SCV All-in ~5:00-5:20
----------------------------------------------------------------------------------------------------------------------------------------------- Zerg (General): 6 Pool (6 lings): 2:09 7 Pool (6 lings): 2:18 8 Pool (6 lings): 2:28 Baneling Rush (6 banelings, 6-8 speedlings): 4:30 11 Pool hydra rush (6 hydras): 6:20 1 base mutalisks (3 mutas): 7:45 2 Base Mutalisk - ~8:00-11:00 Metalopolis Close Air Overlord float ~1:00-1:15 Lost Temple Close Air Overlord float ~1:15
vs Zerg
vs Terran
vs Protoss 3 roach rush + Speedling Follow-up (estimated unit hatching): 4:00-4:30 3 roach rush + Speedling Follow-up (estimated arrival): 5:00 7 Roach Rush ~4:45-5:00
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I'm really just posting to bump because I think this thread could be really awesome. I'll try to add some input and someone PLEASE correct me if I'm wrong.
I believe standard 2 base colossus timing is around 13 min.
5:00-5:30 min is an ideal time to overlord scout a T or P base to discover their tech path.
In general, Zerg timings are hard because they have to react to T and P timings. As an example you might get a 3rd base before getting Lair if you see an early expo from P.
I'd like to see if anyone knows 2 port banshee timings or DT timings, etc...
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One thing i was noting is the 2 base muta timing - first set of muta pop around 11:00
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On February 01 2011 10:41 RodYan wrote: Also 6 min is an ideal time to overlord scout a T or P base to discover their tech path.
5:00-5:30 is better. As the OP notes, 6:00 is already too late to react to a 4gate.
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On February 01 2011 10:55 whatthefat wrote:Show nested quote +On February 01 2011 10:41 RodYan wrote: Also 6 min is an ideal time to overlord scout a T or P base to discover their tech path.
5:00-5:30 is better. As the OP notes, 6:00 is already too late to react to a 4gate. Oop, That's a VERY good point. I'm going to edit my post just so that people don't read that.
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I think a 3 rax stim timing push with +1 moves out around 7-7:30. Definitely need to double check that though.
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2 port banshee with cloack first set pop around 630
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Edit: many of the timings I had in this post have been found to be inaccurate and have been deleted.
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If the opponent does a 15 nexus build (ZvP), the timing for scouting anything really big is around 7:30-8:00
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On February 01 2011 10:45 Mali__Slon wrote: One thing i was noting is the 2 base muta timing - first set of muta pop around 11:00 Actually, I'd say 2 base mutas can even come as early as around 8 minutes.
For what it's worth, I'm 2500 diamond and am very comfortable with a baneling muta build vs T. I'm looking at my last game, and my first 5 mutas popped at 8 minutes. This is considering that my opponent didn't force me to make any banes or roaches until then (just zerglings).
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Okay, I'll continuously update the first post. Feel free to post more stuff.
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Didn't see it in the OP but to my knowledge standard zerg 2 base muta timing is around 8-11 minutes into the game(8 minutes is the earliest but could be as late as 10-11 minutes if delayed due to tech/pressure). You could also add that the common timing for 7rr is to have 7 roaches by 5:00-5:30 and the attack will probably hit by 5:30-6:00.
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The 7 RR should definitely be added. Too many times i've vs'ed a zerg and got caught offguard at the 5:30 mark.
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Edit:
Blue flames Hellion finish with 1 medivac ~7:00 Drop Blue flames Hellion in your base ~7:45-8:00 (depends on the distance between the two basis)
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In PvZ, if you do a normal 3 gate expand, zerg usually takes their 3rd when you have ~65-70 supply if they are going roach/hydra, a little later if they are going muta first.
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I would love to know when the typical Protoss FE -> 6gate +1 timing attack occurs in PvZ.
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Fix 7rr please... Perfectly executed 7rr, which is straight forward, will get 7 roaches in enemy's base by 4:45-4:50...
On February 01 2011 13:43 Shron wrote: I would love to know when the typical Protoss FE -> 6gate +1 timing attack occurs in PvZ.
It comes around 10:00-12:00 minutes, depending on how many cannons toss put.
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wow awesome threat man. This stuff really comes in handy when you are expecting something but the timings are off. Then you can assume other attacks. keep it up
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Can 7RR really come out by 4:30? In my experience 7RR is moving OUT at around 4:50. Can confirm this on liquidpedia I believe. Roaches are so slow that the difference between "moving out" or "in your base" can matter, depending on the map. But maybe I just don't do it well enough.
Terrific post, thanks.
Siege's ZvP guide (search "the art of ZvP") has a great list of common defensive timings for Zerg. He recommends first overlord scout at around 4:30 to catch the tech path including how fast twilight council is started.
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Good to know but make sure your build accounts for this e.g having space so that you can scout to narrow down options really helps you out.
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these timings have been extremely helpful, more please.
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Thanks a lot for this post what about 3g robo or 4g robo all in? And one base Colossus timing attack please? and also VRs all in ?
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is it possible to have an answer about good protoss?
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Im glad this thread popped up, I was going to make one very similar this week because I was planning to try making a mobile app (for Android, I dont own an iphone) that has these timings listed with optional alerts by race, but a new project at work has come down the pipe and my spare time was crushed under terrible, terrible damage.
So, I would suggest someone work on that. I think it could be handy. I find my Chronoboost timer on my phone to be super clutch and frees up my mind to do other macro/micro without constantly checking my boosts...
worst case scenario, I might port all of this info into a spread sheet when its verified and we know that all the timings are correct. At least then it could be viewed on a mobile device easilly.
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I'm too lazy to test it out myself, so if anyone knows the timings of:
2nd marine produced from the first barracks timing.
Speedling upgrade finished timing.
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I pushed a few through evo chamber. I'd like to know if anyone knows of differing "real-world" timings for these.
ZvZ 1 base 16 roach push with +1 and glial: 06:45 1 base 4 mutas: 07:15 ish
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I'll keep updating the original post as much as I can guys, keep it up
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I don't know how common this build is, but in my PvZ, I send 4 Zealots out around 4:45. So, 2Gate Zealot pressure - 4:45
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This is great. Could you edit OP to be a little more organized?
Just an extra line here or there, and maybe seperate by race would be awesome!
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I think this information would make a good wiki page
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Nydus Worm rush with 10 roaches come at 6:25
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Old but thought I would add these on:
**EDIT**: Formatted the OP's post nicely and sorted it adding a few things in. Please correct me if I am wrong about these.
Protoss:
2 gate (6 zealots needs to be changed because of zealot build time): 4:30 4 Warpgate - warpgates + wg research finish ~5:20 Standard 1 Gas 4 Gateway Rush - ~5:45-6:00 1 Gate Stargate - 1st Phoenix out at ~5:55 3 Gate Blink Stalker - w/ blink finishing at ~6:30 DT rush - 3 DT's out at ~6:45 3 Gate Robo: (6 zealots, 3 stalkers, 2 sentries, 2 immortals): 8:00 2 Base Colossus Timing ~13:00
Terran: 9 Rax Reaper (1 reaper): 3:15 9 Rax Marauder (2 marauders): 3:35 5 Marine 4 Marauder stim tiiming push: 5:00 2 Hellion reactor rush: 5:19 4 Hellion Reactor rush: 5:49 Tank Marine Marauder (1 tank 4 marines 2 marauders): 6:00 Cloaked Banshee - banshee out at ~6:20 cloak finishes at ~7:20 Thor drop (1 thor + medivac): 6:33 2 Port Banshee - 2 banshees out at ~6:35 Blue flames Hellion finish ~7:00 3 Barracks Stim Timing Push ~7:00-7:30 Drop Blue flames Hellion in your base ~8:00
Zerg:
6 Pool (6 lings): 2:09 7 Pool (6 lings): 2:18 8 Pool (6 lings): 2:28 7 Roach Rush ~4:45-5:00 Baneling Rush (6 banelings, 6-8 speedlings): 4:30 11 Pool hydra rush (6 hydras): 6:20 1 base mutalisks (3 mutas): 7:45 2 Base Mutalisk - ~8:00-11:00
Again some of these are really old so need to be updated.
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OP has been updated. Thanks for the organization! I've been a bit busy so the help is appreciated.
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On February 02 2011 09:40 ma70 wrote: OP has been updated. Thanks for the organization! I've been a bit busy so the help is appreciated.
I had nothing else going on just glad someone else is looking for the timings doesn't make me feel as bad.
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These timings seem fast to me. I can't do a blink stalker push faster than 7:00. I would be greatly enlightened if someone can tell me the BO to do that.
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6:30 is when Blink finishes, so when you move out, you might have to factor in travel time to do a blink stalker push.
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Really nice thread. I'll definitely refer to this.
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On February 02 2011 10:26 farseerdk wrote: These timings seem fast to me. I can't do a blink stalker push faster than 7:00. I would be greatly enlightened if someone can tell me the BO to do that.
This is probably taking into account chronoboosting, and if you already have a bunch of stalkers camped out near the enemy base on like Xel'Naga or a proxy pylon it can be pretty nasty.
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Metalopolis Close Air overlord float ~1:00-1:15 Lost Temple Close Air Overlord float ~1:15 use this timing to scout the zerg's position if u see the over lord coming to spot for ur CC/Nexus/hatch
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Woah can someone teach me the 5 marine 4 marauder stim push?
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wow I was honestly about to start a thread like this then found this at the top of the list. THANKS. And I am assuming the timings are based on what those units are available at the user's base and not the opponents so could tack on a few seconds to reach me.
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There are 3-4 threads that have been made on this and they never get updated after a week. You could probably pull timings from there
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On February 01 2011 14:12 LesPhoques wrote:Fix 7rr please... Perfectly executed 7rr, which is straight forward, will get 7 roaches in enemy's base by 4:45-4:50... Show nested quote +On February 01 2011 13:43 Shron wrote: I would love to know when the typical Protoss FE -> 6gate +1 timing attack occurs in PvZ. It comes around 10:00-12:00 minutes, depending on how many cannons toss put.
This is wrong.... perfectly executed 7RR leaves your base at 4:45, not arrive at enemy's base.
It seems there are some inconsistencies in the timings you provide though (OP), as you don't specify whether it's leaving the base or arriving.
It's probably best to keep them all on "spawned" time, so the reader can just add his own travel times to it.
Something like the 4WG at 5:20 is going to have units in his base at 5:25 if there's a proxy, but something like the 6 pool (perfectly executed is 2:12, not 2:09), is not going to see lings in his base until 2:45 at the absolute earliest on the closest map (steppes).
+ Show Spoiler +http://www.reddit.com/r/starcraft/comments/dsu9v/pvz_defending_an_extremely_early_ling_rush/c12ox5q+ Show Spoiler + *(it's important to note that it's not possible to make a 1-zealot wall to counter a 6-pool on any 1v1 map if your opponent's timing is perfect, so it's not a viable strategy to try and chrono a zealot and block a choke. Your zealot will always finish late, in some cases by 20 seconds. And the bigger the map, the more economy you must blindly sacrifice to have that 1 zealot out. Anyone advising you to 1-zealot wall has not successfully defended a 6-pool with it because the math doesn't allow it.)*
A highly highly effective way to completely crush a 6pool (with minimal micro and) without sacrificing any economy is the following build order:
1) 9pylon (scout)
2) 11gate
3) If you scout a pool making, cancel gate and make forge
4) gateway at cost
5) cannon when forge finishes
You wall by going Forge+Gateway at your ramp, and then the cannon in between. From here you just 1gate core and get warp gates, while maintaining a very comfortable economic advantage.
**the earliest you will see zerglings is 2:15+travel time** which is about 30 seconds on even the shortest maps (steppes of war). Get your scout timing down and learn map travel times and you'll be more than fine.
the reason this build is highly effective is because it only allows 1 zergling at a time to attack your cannon (300hp).
When you get to higher leagues, I would recommend never doing this, but everything below diamond and higher plat is really just cheese-city, and so doing this will be a reliable bet to deal with any early pool shenanigans. Better players usually don't early pool like this because it's a coin-flip and requires insane micro, and if your ninja-fast pool is enough to beat your opponent, usually you would be even more likely to win playing normally.
in case anyone cares, here is some math: * 1 zergling at .696 attack speed attacking for 5dmg will take 20.88 seconds to destroy 1 cannon's shield and at 4dmg (5-1armored) will take 26.1 seconds to destroy the cannon itself. * 1 cannon at 1.25 attack speed attacking for 20dmg will take 2.5 seconds to kill 1 zergling, 15 seconds to kill 6 zerglings, and 20 seconds to kill 8 zerglings. * a perfectly timed 6-pool PLUS extractor trick will net you 6 zerglings at 2:12 + 2 more at 2:27.* Steppes of War is currently a 30 second travel time map from town to ramp, meaning you will be attacked at ~2:45. * this build gets your cannon up at ~3:05-3:10, giving you 20 seconds to kill 8 zerglings.
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Post 1: I will try to update this as often as I can. Post 2: Most of these timings are not mine, they were posted, so if you want consistency, you'll have to correct them yourself
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This is very useful. However it should've called just "timings".
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This is wrong.... perfectly executed 7RR leaves your base at 4:45, not arrive at enemy's base.
Granted, the problem is depending on map positions, what map, you can't really give an exact timing of when they will arrive at your base so it a guideline of this is when they will be moving out so if you have something near their base and they start moving out. If you thought they were going X and they don't move out at that point, time to check again.
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i know one you can add the infamous TvP marine/scv all-in is at 5:00-5:20
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I like the Idea of this thread, although I would suggest some visual formatting of the OP, it has potential though. What also would be interesting to list is Push timings and Rush timings choke to choke on Maps and Matchups when executed smoothly, so you can actually use the build timings for map-specific analysis.
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Soon I'm going to start listing the actual specific match-ups instead of just random timings and stuff. I'm going to need some clarification though for when the builds are actually used, so when I do organize it, let me know if it's alright.
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For protoss mostly: Concussive shells @ 4:50 according to liquipedia P:
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Are these game time or real time? If it's real time, how do you calculate the game time (x 1,3?)? Great thread btw, thanks op!
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Great Thread now have fun learning all of these and using them ingame...
xd keep them updated.
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On February 02 2011 23:23 LoCaD wrote: Great Thread now have fun learning all of these and using them ingame...
xd keep them updated.
if you're not totally retarded (your signature means that you are) it's not difficult to learn 4-5 timings. To use them you simply need to be prepared based on what you found
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You should clarify in the OP that this list is of when things spawn, because obviously the rush/air distance for each map and starting positions varies. I also think you should have a replay attached for each timing that demos the build perfectly against a computer. It could turn out to be a really excellent resource.
Couple more for Terran: - Gas before Barracks Hellions pop at ~4:30 - 2 Rax Medivac Stim/Concussive drop/push ~7:45
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5 Marine 4 Marauder stim tiiming push: 5:00
How do you pull that off?
Terran: 2 tanks with siege out at ~6:30
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When things die down here, I'll take the time to organize this stuff into specific match ups, but as for providing replays, no, I won't do any of that. That will be up to someone else. OP has been updated a bit.
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Are 9 rax timings viable anymore with the supply before barracks thing? I'm not terran.
Also I've seen DTs come out at 6:30 before. I don't know what the build order is, it might require early gas to achieve that.
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I have a question about the 11 Pool Hydra rush, I have never heard of that one before and I was wondering if anyone had a link to a replay using this strat or if anyone had a BO? I'm trawling through Liquidpedia but I haven't found any mention of this yet.
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The timing for that is 3 roaches attacking at the ramp by 5 minutes, even on cross spawn. The lings will be lagging behind a bit, coming at 5:20. In contrast a 7RR comes to a ramp at 5:40 at earliest, which is close spawn.
BTW, links to liquipedia for all of these BOs would be appreciated.
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Alright guys, help me categorize where the builds/timings should go into for the specific match ups.
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put the marine/scv all in @ 5:00 under TvP, i mentioned it earlier tho :p
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Great job, thank you for the numbers.
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Concussive shells finish at 4.45
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nice thread ! if there was a reputation thing i would +1
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Bump. Anyone wanna help with the categories and classifying the builds for certain matchups?
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Another build I remember reading about was a 3 gate all-in that Huk talked about, that was making him scared of PvP on the Korean Server.
Its a 3 gate 1 gas build that gets 5 zealots and 8 stalkers at their base at like 6:13 or something...scary stuff.
Edit: heres the link http://www.teamliquid.net/forum/viewmessage.php?topic_id=171264
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Thank god this thread exists. This will be very helpful during my practice so to ma70 I say thank you!
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La Wzpinha (3 roach rush + speedling spam vs protoss): 5:00
Also 7 roach rush doesn't arrive close to that soon AFAIK? Are we talking about timing of units-on-ramp, or just when they finish building or what? If it's just when they hatch then it's around 4:00-4:30 for La Wzpinha.
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nice thread a must print :-D
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At the 7 min stage of a game i will usually either use the unit i have on a watchtower/ scouting unit to check if the terran or protoss have put up an expo,,, if by 7-8-9 mins and no expo is down its most likley to be a 1 base all-in and will lay bunkers while taking my own expo, if worried about compositions then drop a scan to see :p Very useful thread :p for now i can practise the builds with protoss and zerg and make sure that i am doing it with optimal timing
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Updated the OP. Tried to classify the more specific ones, but a lot of them either are generic and can be used in all matchups, or I just don't know which ones they are mainly used at, since I don't really play Terran or Zerg.
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I'm not positive on this but doesn't the first banshee for Terran usually come out right around 7:00 and cloak 7:30 if it is rushed?
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NICE!!! I was in the shower 2 days ago thinking that we needed a thread like this. Thanks for going through the work!
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On February 13 2011 17:07 AirbladeOrange wrote: I'm not positive on this but doesn't the first banshee for Terran usually come out right around 7:00 and cloak 7:30 if it is rushed?
Well, 7:20 is within that range for the cloaked Banshee, but I'm not sure if that's the earliest it can come out. I don't play Terran so someone will have to clarify.
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just to remember the thread in my post history ..
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ZvZ 1 base 16 roach push with +1 and glial: 06:45
Does anyone have a build order on this? I ran evo chamber for more than 5 hours and wasn't able to find a single build order with 16 roaches under 7:00 minutes. Not to mention with +1 and glial.
A stable bo for this rush would be terrific!
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PvZ timing that is important when doing early stalker pressure: It takes 3:10 (+ or - 5 seconds, I don't remember the exact amount, I think it was 3:06) from the time they start the extractor to have ling speed finished.
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Thank you for this thread I now know when need to stop freaking out about certain Terran Zerg-rape tactics
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Cant contribute right now, gold league ftw. But, if I figure out how to have this threads babies I will. (Thank you)
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Hmmmm.....Is anyone aware of when i should be pulling my 1st worker to the corner of my base to scout for ovvies on a 4p map?
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Does anyone know the average timing of the MC 6gate push?
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around what time should I put down a pylon at the zerg natural to block it? Does it differ between gas, pool, expo / pool, gas expo / pool, no gas, expo?/ hatch first?
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I'm not zerg, but someone told me these timings and they seem to be somewhat accurate.
These 2 help me with pylon blocking the hatch. * 14 hatch goes down at 2:05 * 15 hatch around 2:13
This one helps me know when i need to get my stalker out and away from my base. Prior to that, a small number of zerglings can be kited with good micro. * Ling speed takes 3:15 to finish after zerg takes their gas.
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5 Marine 4 Marauder stim tiiming push: 5:00, is this a 3 rax timing push ? if not what is ?
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Most useful thread I have seen in awhile, thanks.
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Did you mistype the 5 marine 4 marauder stim timing? As I don't think it's possible to have that at 5:00. Closer to 6 yes. The 2 tanks with siege is closer to 6:45 or 7 unless they're cutting corners to get there.
Add in 2 rax rush vs Zerg, 5 marine 2 SCV at your door at approx. 4:45.
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Yes please tell us 2 rax timings for Zerg, and Void Ray timings for Zerg.
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Really appreciate this thread. Thank you and please keep updating if you can
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Guys great work on keeping up this thread, I feel like this thread is a huge asset to people on this site and we should keep it up because it can really become something great. Everyone should check out arbitrageur's great thread on ZvP scouting timings here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=197189
Basically what he did was find out exactly what all of the information that you see in the ZvP matchup can mean. For example if you see a gate way that finishes at 3:00, then you know that he went 14 gate etc...
This got me thinking that we should broaden the scope of this thread to also include scouting timings for three races. I feel like the OP should make a separate section for scouting timings (to keep it organized), and we need to come together and fill in all of timings for various builds, such as when all of the pools finish, (14 pool etc.) and all of the hatch timings. Obviously these timings must be optimized to be relevant at a competitive level.
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korean 4 gate @ 5:15 4 zealots
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Anybody notice that most toss timings are very far into the game compared to other races? Are there no better short-time BOs for toss?
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Also another thing is that we need to be careful of people just throwing these numbers out here. I feel like some of these timings are incorrect, and maybe replays should be provided if somebody wants to share a timing, unless the OP wants to go and test everything himself.
For example as previously stated, it is impossible to have 5 marines and 4 mauraders with stim by 5 min. After playing with an optimizer I was able to get 5 marines and 4 mauraders with stim out at about 5:20-25 (keep in mind this is with only have 12-13 SCVs)
Basically having invalid information on here negates the entire usefulness of this thread and makes it a danger to players who are actually trying to improve. We need to clean this up and make it the extremele useful resource that it can be
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I'm definitely bookmarking this. Thank you.
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can zergs really get their units out that fast? it needs to be nerfed for protoss players comparing the time
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On March 02 2011 03:13 Communism wrote: Basically having invalid information on here negates the entire usefulness of this thread and makes it a danger to players who are actually trying to improve. We need to clean this up and make it the extremele useful resource that it can be
I totally agree on this - I propose that every timing should be accompanied by a replay demonstrating the timing. That way we can a) judge the validity of the timing and b) people can possibly demonstrate faster ways of achieving the same result
I am happy to get the ball rolling with a couple of zerg replays tonight or tomorrow night when I get the chance.
MA70 - are you still following this thread, and able to update the OP with any replays that are posted?
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any improvements on the tread yet?
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nice thread. keep adding!
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you missed zergling speed
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marine raven banshee??
Surprised no one has this considering its a pretty common build, in my experience anyways.
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On February 28 2011 04:41 manicshock wrote: Did you mistype the 5 marine 4 marauder stim timing? As I don't think it's possible to have that at 5:00. Closer to 6 yes. The 2 tanks with siege is closer to 6:45 or 7 unless they're cutting corners to get there.
Add in 2 rax rush vs Zerg, 5 marine 2 SCV at your door at approx. 4:45.
I was thinking the same thing, I don't think it's even possible to have Stim done with 5 marines and 4 marauder at the 5 min mark. Certainly not a realistic scenario.
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Great post! If OP could update with contributions!
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I applaud the value of this thread, however, being that it hasn't been checked/updated in over a month, I began another thread on this topic found here. I will be constantly updating it with more up to date information with regards to better executions, patch updates, and the like.
[/end shameless plug]
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I'm not positive on this but doesn't the first banshee for Terran usually come out right around 7:00 and cloak 7:30 if it is rushed?
Well, 7:20 is within that range for the cloaked Banshee, but I'm not sure if that's the earliest it can come out. I don't play Terran so someone will have to clarify.
I went to a replay of a game I did last night in a TvT. Going 12 gas 13 rax, i had a banshee out at roughly 6:20. If you were going to get cloak out, you wouldn't be able to start it until after the banshee.
Also, the person who said dbl port banshee at 6:20 or whatever it was, is near impossible unless you are using the rax and the factory to build tech labs, but you would still have float time for the ports. I've played dbl port banshee against zerg 50 times, and the soonest I have been able to begin building the banshees was at roughly 6:30 without hurting econ at all. I'm sure you could get there sooner cutting a corner here and there, but maintaining good econ at the same time, they wouldn't be leaving until just after 7 min without cloak. I generally do cloak first as well, because 2 saturated gases is barely enough to support consistent dual banshees off a single base. I also rush with 4 banshees on this build, not 2, unless i scout the spire building while #3 and #4 are building.
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Nice topic
I can do a cute 6roach timing at 4:40 (the 7 roach is at 5:05)
+ Show Spoiler [BO] + - 10/10 extractor trick - 11/10 pool - 10/10 double extractor trick - 12/10 overlord - 12/10 (at 50% of the ovi) extractor - 11/18 (pool finishes, overlord finishes) 2 drones + queen - 13-18 (50% of queen build time) roach warren - 13-18 overlord - 13-26 (roach warren finishes when 1st inject larva pop) 6 roach
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Does anyone know the usual timing for fast roach burrow tunneling claws thing?
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normally, 2 base mutas come out around the 9 minute mark
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*bump*
so that way we can have this awesome thread again, but with the new timings included. (warpgate delayed, stim delayed, new phoenix build time off the top of my head).
I feel like having all this stuff in one place would be AMAZINGLY helpful to everyone. For instance, knowing the first possible time that ling speed can be out with either A) 14 hatch or 14 pool would be amazingly helpful, so that you know when your stalkers are safe vs not safe when they're roaming the map.
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Yeah, this thread should be updated as of the warpgate patch as it really helps.
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On May 05 2011 07:10 ensign_lee wrote: *bump*
so that way we can have this awesome thread again, but with the new timings included. (warpgate delayed, stim delayed, new phoenix build time off the top of my head).
I feel like having all this stuff in one place would be AMAZINGLY helpful to everyone. For instance, knowing the first possible time that ling speed can be out with either A) 14 hatch or 14 pool would be amazingly helpful, so that you know when your stalkers are safe vs not safe when they're roaming the map.
Agreed, if the OP doesn't update this for some reason can a mod edit in the new timings?
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There's so many wrong timings in here. My fav was 2 port banshee with cloak popping at 6:30. Just lol.
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MY 2-hellion rush comes out at 4:40... At your base 5:00
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3 Gate Sentry Fast Expand's natural Nexus should be built at ~5:45 if you build it with 2 Sentries and a Zealot (no warped in units). Around 6:00 with more than 2-3 Sentries and a Zealot.
Naniwa 2-gate expand pressure hits AT YOUR BASE around 6:20-6:40~.
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Yea the only thing I can think of is that a lot of the timings are kind of off because of the updates.
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On June 14 2011 05:22 1nMack1 wrote: There's so many wrong timings in here. My fav was 2 port banshee with cloak popping at 6:30. Just lol.
? I don't see that timing listed. I see 2 port Banshee popping at 6:30, but it doesn't state cloak anywhere?
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This is completely out of date... You guys that haven't realized this should look at the "last edit" time.
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Zerg 3rd base timing is around the 10min mark (except for very strong macro players like IdrA or LosirA or NesTea, I've seen LosirA take 3rd at 5min mark, and Idra take 3rd at 5-6min mark). At 4:30, that's when a terran should have 4 marines at his front if he made a rax on 12 and has been producing constantly from it. If you see 3 rines => tech lab on the rax, if you see more, then there are more raxes. 2rines means reactored rax (or at least built a reactor, for a factory for instance).
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Could someone tell me the metabolic boost finish times with hatch first and 14 gas/pool?
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Baneling bust timing seems very early...
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haha i've never even heard of 11 pool hydra rush, and I don't see it being particularly effective against anything, much like 1 base muta.
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a hydra rush is new to me! Is that strong at all? (anyone have know a replay example)
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United Arab Emirates874 Posts
Im just wondering if the protoss timings are still correct after the Warpgate nerf? I'm a Terran player and so I can't test it myself :/
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On August 03 2011 22:14 ticktack wrote: Im just wondering if the protoss timings are still correct after the Warpgate nerf? I'm a Terran player and so I can't test it myself :/ No, these timings are wrong, just look at the OP last edit date and compare that to patch dates.
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*bump*
Yo, just as a mid/high diamond without any timing knowledge i would really appreciate an update with patch 1.4
for starters all the terran builds/upgrades increase by atleast 5s with the rax buld time nerf
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