|
On May 28 2005 03:55 EchoOfRain wrote:Show nested quote +On May 27 2005 12:27 GroT wrote: i don't understand how you can play bw like that, pray that he wont do 2fac vults or die. What do you do when he does go 2fac vults and you lose immediately? "that was a nice 7 minutes of my time, gg" .. ? Did you even read my post Grot? Like I said i dont use it when i see 2 facts building, its not very hard to keep your probe alive if you know what you're doing...
ah no I didn't read that, sorry
there's not a lot of situations where you can rely on the probe though, you have to get in first and he has to make only 1 marine probably
also even nada often started his second fac only when his first one was already completed and still went 2fac vults, you'd still die to that
|
Didnt know there were people out there that didnt know how to dt rush 
Anyways its just another cheese build
|
Norway28727 Posts
you need 2 rines to kill a probe. and apollyon he says it's not a new build order just rarely used, and the "unique"(and I use that word loosely) thing about it is not that he goes dt, it's that he fast expands to another main while doing it. it IS very good if he doesn't 2 fact vulture so if you're playing 3 vs 9 against some guy you know likes to expand, this build is most likely much stronger than fast obs.
|
I understand that, I just think that the three most common t builds on LT right now are 2fact vult, fact cc, and 2fact expo, and the only one that I feel this build beats is 2fact expo. 2fact vults rapes it for obvious reasons, but vs a fact/expo you're not going to be ahead for long. Most of the time when you dt rush the T will add a port and skip building as many tanks as he normally would anyway, and if you're spread out like that a good one WILL find holes, not to mention you'll have much fewer obs and no speed at this point. Expanding again so soon isnt really advantageous imo because you'll have to stop probes anyway as soon as you transfer for a bit which will leave you feeling really dry, and will just allow the T another opening to do a quick push if you dont or expand again if you do. And if the DT just gets there as soon as the CC is down, wouldnt it just be better to 1gate and expo around 30?
|
@ApollyoN:What about 1 fact starport? 2 Tank drop can get a good amount of probe kills. ^_^
|
ITs good, dt rush to expo, actually works in 2v2's and 3v3's quite well as well.
|
I'd like to see a replay of this working against a legitimate player. I might then credit it as a testable strategy. Right now, it sounds much too reliant on that DT, and as if my control weren't reliable enough right now, I don't need to put even more pressure on it by relying on one unit.
|
Playing without a robo is incredibly risky, fast vultures can be a big problem, if you can hold your ramp then they can still stop you from setting up an expo in the first place. Next problem is the whole fast expo, if it's cliffable and you don't have a shuttle you're screwed.
EDIT: I just had to add, when terran loses their scouting scv and they haven't seen a 2nd gate or robo, they'll know something is up and adjust accordingly. I'd block ramp with a probe until a goon comes by just to keep the terran completely in the dark.
|
I learned this build from 1410)Ilintar...
|
|
|
fact starport + expo too late should still win for the terran, if he manages to play nada style harassment (2 shuttles with tanks and the vultures following lowground). At some point terran should be able to just drive out and ask "That's many tanks, yes?" ;-)
|
|
|
|
|
|