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How to Stop a DAMN 2 factory push?

Blogs > Raz0r
Post a Reply
Raz0r
Profile Joined September 2008
United States287 Posts
March 22 2009 00:16 GMT
#1
PvT, I tried doing 2 gate to stop 2 fact, but i know 2 fact>2gate, so what shouldi do to stop this? i try to micro try to snipe tanks, but if terran has half decent micro pulling back the injured tank, it seems like an uphill battle.

pls give me a bo that CRUSHES this stupid terran strat to the ground, i just HATE 2 fact terrans. I dont want a bo that just equals 2 fact and stops it I WANT A BO THAT MAKES TERRAN NEVER think about 2 FACT EVER AGAIN! >

*
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2009-03-22 00:20:32
March 22 2009 00:19 GMT
#2
Uh.... 2 gate > 2fact.
In fact nowadays with proper micro even 1 gate range often > 2 fact.

I don't know what to tell you, if you see him add the second factory add a second gateway if you don't already have one. If you are still losing then your early game micro + macro are probably just not up to par with his.

EDIT: Replay would be nice as well, to see what you are doing wrong. Probably should have put this in strategy forums as well.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
daz
Profile Blog Joined May 2008
Canada643 Posts
March 22 2009 00:22 GMT
#3
if you scout a terran going 2fac you can just 3gate and crush him. you can also cut probes a little later and put down a robo fairly quick too so you can clear his mines and kill him.
Some eat to remember, some smash to forget. 2009msl.com
Solinren
Profile Blog Joined July 2008
United States2653 Posts
March 22 2009 00:22 GMT
#4
With 10/15 Goon range, you can pound on the terran wall hard, and it hurts. And if there is no wall on a wide ramp map, its hard to defend
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
March 22 2009 00:26 GMT
#5
I'm pretty sure the answer is 2 gate goon -> range -> robo/obs. If you time everything correctly you should have have 6-7 range goons when he attacks with 2 unsieged tanks, a few vults with mines, and a few marines. You have to do hit and run tactics to fuck up his vultures that are going to try to lay mines behind your goons. If you micro well it's not too difficult to pick off whatever units he has in front, because your group of goon's hit and run firepower far outweights the two siege tanks' superior range. As soon as you get obs out and you've stopped him from pushing to your entrance you are pretty safe to expand. The important thing to watch is when he builds his CC, because as soon as he does that you just have to worry about vultures raids and you might even be able to bulldog his nat with a shuttle+4 zealots.
Racenilatr
Profile Blog Joined August 2008
United States2756 Posts
March 22 2009 00:29 GMT
#6
dt rush defeats just about any push unless its that super 2 fac push thing
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
March 22 2009 00:30 GMT
#7
On March 22 2009 09:29 Racenilatr wrote:
dt rush defeats just about any push unless its that super 2 fac push thing

6 fact timing push?
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Cambium
Profile Blog Joined June 2004
United States16368 Posts
March 22 2009 00:38 GMT
#8
3 gate >> 2 fact.

if you scout a 2 fact, do three gate range goon. once you stop the push, you've basically won the game.
When you want something, all the universe conspires in helping you to achieve it.
Frits
Profile Joined March 2003
11782 Posts
Last Edited: 2009-03-22 00:55:53
March 22 2009 00:49 GMT
#9
If you're losing to 2fac with 2 gate range you're doing something wrong, practice your goon micro. When I scout my opponent early doing 1 gate I go 2fac, if the protoss is going 2 gate I don't even bother, Ill just 1fac expand with siege or fd. You're probably still playing on a pretty low level overall, keep practicing.

Also tried to find some vods but I don't think any players apart from Iris even 2 fac these days lol. Only found this one so far:

Also using search on the strategy forum will help you out.

prOxi.Beater
Profile Joined December 2008
Denmark626 Posts
March 22 2009 00:55 GMT
#10
On March 22 2009 09:38 Cambium wrote:
3 gate >> 2 fact.

if you scout a 2 fact, do three gate range goon. once you stop the push, you've basically won the game.


What? it's not like a 2 fac is an all-in strategy. The terran can just mine up your front and expand while you're stuck waiting for detection and with a ton of goons whose only purpose is to stall your own expansion. While it's true that a 3 gate will pretty much always fend off a 2 fac, it will leave you far behind unless the terran completely overextends himself and decides to suicide into your goons.

Instead playing defensively with 2 gate goons with a robo for obs (as has been sugested) is a much better suited strategy. You can also try to do a really quick robo (before goon range) and make a quick reaver drop. This is normally one of the safest build orders vs pretty much anything early game, since terran has nothing to deal with your shuttle + reaver that early in the game (no, marines are not an issue)

There are a ton of variations on the 2 fac 'rush' so we can't give you any kill-all strategies, but just to be constructive I'm going to sugest you do 1 gate robo before range. use the reaver to fend off the initial rush (retreating up a ramp or into your main is fine, as long as vultures can't harrass your probes) and then go drop his main while you add a 2nd gate and get observers. Going reaver is smart because it not only gives you a unit that has greater range than any of the terran unit, making it brilliant for defending, but it also forces the terran to put ressources into defending his main which will then in turn ease up the pressure that is applied to your front.

Hope that helped at least a little bit
Nobody beats the Beater
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
March 22 2009 01:03 GMT
#11
You should win most of the time with 2gate range expo against 2fac, unless your ID is Ziph. If you 1gate goon expo you're rather fucked.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Divinek
Profile Blog Joined November 2006
Canada4045 Posts
Last Edited: 2009-03-22 01:22:49
March 22 2009 01:22 GMT
#12
Why dont you watch what other players do against it and try to learn from that, or watch your own replays and find the macro holes you have. It's such a general question and I'm sure I know exactly what your replay would look like without even needing to see it based on how you asked this question.
Never attribute to malice that which can be adequately explained by stupidity.
Oh goodness me, FOX tv where do you get your sight? Can't you keep track, the puck is black. That's why the ice is white.
inertinept
Profile Blog Joined May 2008
Bangladesh1195 Posts
March 22 2009 03:01 GMT
#13
On March 22 2009 09:16 Raz0r wrote:
I WANT A BO THAT MAKES TERRAN NEVER think about 2 FACT EVER AGAIN! >



one word: Bulldog.
With a gust of wind, perhaps.
IzzyCraft
Profile Blog Joined June 2007
United States4487 Posts
Last Edited: 2009-03-22 03:09:35
March 22 2009 03:08 GMT
#14
4 gate normal expand
I have ass for brains so,
even when I shit I'm droping knowledge.
daz
Profile Blog Joined May 2008
Canada643 Posts
March 22 2009 03:23 GMT
#15
On March 22 2009 09:55 prOxi.Beater wrote:
Show nested quote +
On March 22 2009 09:38 Cambium wrote:
3 gate >> 2 fact.

if you scout a 2 fact, do three gate range goon. once you stop the push, you've basically won the game.


What? it's not like a 2 fac is an all-in strategy. The terran can just mine up your front and expand while you're stuck waiting for detection and with a ton of goons whose only purpose is to stall your own expansion. While it's true that a 3 gate will pretty much always fend off a 2 fac, it will leave you far behind unless the terran completely overextends himself and decides to suicide into your goons.

Instead playing defensively with 2 gate goons with a robo for obs (as has been sugested) is a much better suited strategy. You can also try to do a really quick robo (before goon range) and make a quick reaver drop. This is normally one of the safest build orders vs pretty much anything early game, since terran has nothing to deal with your shuttle + reaver that early in the game (no, marines are not an issue)

There are a ton of variations on the 2 fac 'rush' so we can't give you any kill-all strategies, but just to be constructive I'm going to sugest you do 1 gate robo before range. use the reaver to fend off the initial rush (retreating up a ramp or into your main is fine, as long as vultures can't harrass your probes) and then go drop his main while you add a 2nd gate and get observers. Going reaver is smart because it not only gives you a unit that has greater range than any of the terran unit, making it brilliant for defending, but it also forces the terran to put ressources into defending his main which will then in turn ease up the pressure that is applied to your front.

Hope that helped at least a little bit


dont do this its horrible advice
Some eat to remember, some smash to forget. 2009msl.com
SwaY-
Profile Joined March 2009
Dominican Republic463 Posts
March 22 2009 03:24 GMT
#16
stove imo
Do it beautifully
SerpentFlame
Profile Blog Joined July 2008
415 Posts
March 22 2009 06:45 GMT
#17
On March 22 2009 12:23 daz wrote:
dont do this its horrible advice

At least explain why...
I Wannabe[WHITE], the very BeSt[HyO], like Yo Hwan EVER Oz.......
IzzyCraft
Profile Blog Joined June 2007
United States4487 Posts
March 22 2009 06:58 GMT
#18
[url blocked]

You could try my retarded pvt lol played like 3 terrans also don't copy what i did i'm weak ass player who also first time he played in like a year or so.
I have ass for brains so,
even when I shit I'm droping knowledge.
SpiritoftheTunA
Profile Blog Joined August 2006
United States20903 Posts
Last Edited: 2009-03-22 07:09:18
March 22 2009 07:09 GMT
#19
On March 22 2009 09:16 Raz0r wrote:
PvT, I tried doing 2 gate to stop 2 fact, but i know 2 fact>2gate, so what shouldi do to stop this? i try to micro try to snipe tanks, but if terran has half decent micro pulling back the injured tank, it seems like an uphill battle.

pls give me a bo that CRUSHES this stupid terran strat to the ground, i just HATE 2 fact terrans. I dont want a bo that just equals 2 fact and stops it I WANT A BO THAT MAKES TERRAN NEVER think about 2 FACT EVER AGAIN! >

why, cuz you're only good against terrans who sit there and try to macro while you gay all over their faces with protoss? =.=;
posting on liquid sites in current year
SerpentFlame
Profile Blog Joined July 2008
415 Posts
March 23 2009 00:40 GMT
#20
On March 22 2009 12:23 daz wrote:
Show nested quote +
On March 22 2009 09:55 prOxi.Beater wrote:
There are a ton of variations on the 2 fac 'rush' so we can't give you any kill-all strategies, but just to be constructive I'm going to sugest you do 1 gate robo before range. use the reaver to fend off the initial rush (retreating up a ramp or into your main is fine, as long as vultures can't harrass your probes) and then go drop his main while you add a 2nd gate and get observers. Going reaver is smart because it not only gives you a unit that has greater range than any of the terran unit, making it brilliant for defending, but it also forces the terran to put ressources into defending his main which will then in turn ease up the pressure that is applied to your front.

Hope that helped at least a little bit


dont do this its horrible advice

The advice prOxi gives is seen in many higher level pro-games where the Protoss crushes two-fac push. (Eg. Kal vs Iris, clubday MSL game 3).
I Wannabe[WHITE], the very BeSt[HyO], like Yo Hwan EVER Oz.......
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