Common and important timings. - Page 3
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Arccotangent
519 Posts
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Zergzilla
Canada64 Posts
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. | ||
Blasterion
China10272 Posts
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 | ||
lilky
United States131 Posts
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PWNTAR
United States53 Posts
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michaelhasanalias
Korea (South)1231 Posts
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michaelhasanalias
Korea (South)1231 Posts
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... 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. | ||
ma70
253 Posts
Post 2: Most of these timings are not mine, they were posted, so if you want consistency, you'll have to correct them yourself | ||
Volka
Argentina379 Posts
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Zergzilla
Canada64 Posts
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. | ||
b0urne420
Canada112 Posts
the infamous TvP marine/scv all-in is at 5:00-5:20 | ||
kazansky
Germany931 Posts
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. | ||
ma70
253 Posts
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Kaluba
Germany21 Posts
Although I didn't find the timing in the Thread... | ||
E-Coffee
Canada519 Posts
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Mandalor
Germany2362 Posts
Great thread btw, thanks op! | ||
LoCaD
Germany1634 Posts
xd keep them updated. | ||
Damador
France57 Posts
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 | ||
FaZ-
United States186 Posts
Couple more for Terran: - Gas before Barracks Hellions pop at ~4:30 - 2 Rax Medivac Stim/Concussive drop/push ~7:45 | ||
Mowr
Sweden791 Posts
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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