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[Q] Another One of Those Bunker Rush Threads - Page 2

Forum Index > Brood War Strategy
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Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
July 25 2009 05:43 GMT
#21
I agree with a lot of the OP; bunker rushing can really mess with the Zerg even if he defends it well. What I do a lot though, is start a bunker if the Zerg 12hatched when I went 1rax FE if I scouted him first. He can't tell whether it's a tarp or not so he usually pulls like 3-7 drones to kill it off even if I keep my marines at my base. I usually send my first marine towards his base anyway, incase he doesn't overreact and pull drones and finish the bunker and put the marine in. If my marine is still kinda far from my bunker and he's going to kill it(or the SCV) before it gets there I just cancel at the last second and send the marine back with enough time to defend from the lings following.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Raidy
Profile Joined March 2009
Japan87 Posts
July 25 2009 06:10 GMT
#22
On July 25 2009 14:29 tobi9999 wrote:
You're not really counting it right imo

Instead of doing what you did you should see what each player has after the bunker rush.

the zerg : 2 hatcherys, pool, X drones, gas?, X overlords, X zerglings, etc
the terran: 1 CC, 1barracks, gas(if meching), X SCVs, Xmarines

Then, you compare it to if the bunker rush had not happened and the terran went 10rax -> FE and you can see the effects of the bunker rush

If you have good micro/get lucky/your opponent sucks you can hold off bunker rushes without suffering any casualties
Bunker rushes are a part of the game, sometimes starcraft is like rock paper scissors it can't be helped. You should be enjoying the game instead of whining about minor imbalances.



Are you illiterate?

You constructed a post in what seems to be English, but your reading comprehension skills are obviously severely limited.

http://tutoring.sylvanlearning.com/
jiabung
Profile Blog Joined December 2007
United States720 Posts
Last Edited: 2009-07-25 07:20:37
July 25 2009 07:14 GMT
#23
I don't think you can compare minerals directly between zerg and terran. i.e. 300 minerals for zerg =/= 300 minerals for terran. Aside from that, i think its important to take into consideration the base distances and more importantly zerg BO. If the zerg 9pools or overpools they can usually defend against a bunker rush without needing to pull any drones, especially if rush distances are long. In that case, I think the zerg player is definitely ahead.

You also suggest there is no possibility of a counterattack by lings if the terran can make a ling proof wall. But thats only true if the terran doesn't proxy rax and builds the rax as part of his lingproof wall. Now if the rush distances are long, making the rax at the base might not even be viable and then a counterattack by lings still works if he proxy rax's instead. Also you have to see if the rines spawn outside the wall or inside the wall (very important actually). If there is only 1 rine behind the wall, an all-in ling attack will still own 5 scvs trying to repair if the space allows for enough lings.

The only example you seem to be using is 12hatch vs. 8rax bunker rush which is obviously a BO advantage for terran, and there is no possible way to 8rax knowing a zerg is 12hatching first. also the jaedong vs canata game... jaedong 12hatched before scouting the 8rax unlike what most people seem to think. his drone arrived like a sec after the hatch was built if you look at the minimap.

Anyway, as a C+ zerg, I always feel ahead if i defend well against a bunker rush, even if I can't counter. It's also rare that a ling proof wall can be made so that both the nat and main are covered so the terran is limited to one base if you are aggressive enough even if they planned to fe. Bunker rush really isn't that much of a commitment for terran, but i still wouldn't call if risk-free especially since i don't think there is a map with short rush distances that lets a terran perfectly wall off his nat and main. even then you can still pressure the buildings and pick off the scv making the 2nd depot.

Are you illiterate?

You constructed a post in what seems to be English, but your reading comprehension skills are obviously severely limited.

http://tutoring.sylvanlearning.com/

edit: you are also an asshole
Jopz
Profile Joined January 2008
United States262 Posts
July 25 2009 07:33 GMT
#24
I agree with ilovelosses, defending a bunker rush isn't as hard as its made out to be as long as you pull the drones early and are able to intercept the marines...

But going back to the OP's points assuming a best case scenario where the zerg lost only one drone and 2-3 lings in breaking the rush, I feel that the game would be very much in favor of the zerg because he has this window where he can expect no pressure of any sort from the Terran and can make drones safely, transitioning his opening into two hatch lair or even 3 hatch, and with overlord scouting can see pretty much what the terran is up to, and react appropriately

On the terran side you have no idea what the zerg is making, is it two hatch muta? Lurker/hydra push to break the wall? Unless the terran makes an academy and is able to scan the zerg tech he's gonna be playing blind without any way to capitalize if the zerg skimped on base defenses, and even if he does make a build with an academy in it, the zerg should be able to spot it or the lack of factory and use the optimal build to counter the terran tech.

In the particular game you pointed out between Jaedong and Canata, I would say that was more the exception rather than the rule as long as the zerg scouts the bunker rush in time to quash it without losing more than a drone or two. The vulture getting into the main was just Canata's icing on the cake.

imBLIND
Profile Blog Joined December 2006
United States2626 Posts
July 25 2009 07:58 GMT
#25
On July 25 2009 15:10 Raidy wrote:
Show nested quote +
On July 25 2009 14:29 tobi9999 wrote:
You're not really counting it right imo

Instead of doing what you did you should see what each player has after the bunker rush.

the zerg : 2 hatcherys, pool, X drones, gas?, X overlords, X zerglings, etc
the terran: 1 CC, 1barracks, gas(if meching), X SCVs, Xmarines

Then, you compare it to if the bunker rush had not happened and the terran went 10rax -> FE and you can see the effects of the bunker rush

If you have good micro/get lucky/your opponent sucks you can hold off bunker rushes without suffering any casualties
Bunker rushes are a part of the game, sometimes starcraft is like rock paper scissors it can't be helped. You should be enjoying the game instead of whining about minor imbalances.



Are you illiterate?

You constructed a post in what seems to be English, but your reading comprehension skills are obviously severely limited.

http://tutoring.sylvanlearning.com/


Don't start the flame war; just clarify ur post for confused readers. Sometimes the info throws people off.
Tobi, he's just saying that the zerg loses more minerals than the terran in the event of a bunk rush, regardless of it's success. You can assume he's comparing the losses to the norm.

On topic...

The loss in minerals is compensated by the fact zergs can pump drones like nothing. The trick is to scout, anticipate the terran's move, and to react accordingly. Zergs only need about 30-35 drones to reach their macro capacity for 3 hatches; coupled with the fact that zergs can make drones really fast, the mineral loss should be nothing if you react to his follow up correctly.

The terran loses flexibility and becomes very predictable; it's all a matter of how long they can stall the zerg so that they will not have time to counter their tech.
im deaf
checo
Profile Joined November 2008
Mexico1364 Posts
July 25 2009 08:13 GMT
#26
Just don't 12 hatch... its just like saying=> U,U but 14cc is almost always autolosse or big advantage for Zerg if they do 9pool/overpool....Thats why terran doesn't 14cc that much...
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
Rakanishu2
Profile Joined May 2009
United States475 Posts
July 25 2009 09:29 GMT
#27
Some of the responses in this topic have me baffled.

The OP doesn't want your strategies for fending off bunkers rushes.

How many times does someone have to tell you guys before you read and understand?

I hate people who flame in topic like this, but I'm seriously considering giving the guy who linked sylvanlearning.com a Nobel Prize, in this case it's very true.

Topic at hand:

I did catch the game which was mentioned earlier and I think the way the zerg dealt/excellent micro from the terran was the real issue. I think your calculations, while interesting, are not accurate to how each side of the rush are doing. At the pro level, I think I've seen too many zerg players get bunker rushed, turn it away, and then get map control and crush the terran.

Now a fake bunker rush, as you proposed, would be much more interesting, and I think I've seen a few pro games where the terran player kind of feigns the rush, or doesn't dedicate much to it, just to get the zerg off mining.

10 G's in the packet and I'm ready to roll, on fire like a rocket and I'm ready to blow
Lurgee
Profile Blog Joined April 2008
Australia252 Posts
Last Edited: 2009-07-25 10:08:32
July 25 2009 10:00 GMT
#28
On July 25 2009 17:13 checo wrote:
Just don't 12 hatch... its just like saying=> U,U but 14cc is almost always autolosse or big advantage for Zerg if they do 9pool/overpool....Thats why terran doesn't 14cc that much...


You don't play a lot of zvt, do you?

I think that bunker rushing is favorable at the moment due to the influx of 3/2 player maps. As progamers do not in fact bunker rush every game, or even a majority of the time, there are clearly some flaws in the build. If your bunker rush totally fails, you'll end up with less money at the critical point at which mutalisks come out from a 2hat muta build to kill you. As such, you really have to inflict damage, or you will probably die to the mutalisks when they come out.
Raidy
Profile Joined March 2009
Japan87 Posts
Last Edited: 2009-07-25 10:15:56
July 25 2009 10:14 GMT
#29
(1) For those of you who didn't notice when I linked the guy to the Sylvan Learning Center website, he claimed I was whining about bunker rushes. I specifically stated the purpose of this thread in my first post, and actually requested that nobody use words like "overpowered."

Am I an asshole? Yes. Was I being an asshole? No, not until I was provoked.

(2) By saying that 8 rax is a BO counter to 12 hatch, you're agreeing that yes, in practically every ZvT game, the Terran should 8 rax. I don't know if you've noticed, but 12 hatch is pretty much the only thing done on almost every map nowadays, especially at the amateur level. 9 overpool puts you behind due to Terran ramp blocking (even with SCV/rines/floated barracks) and the fact that zerglings alone are soon made useless by one of several Terran units; it's a pretty horrible idea to go 9 overpool considering a Terran can defend against it while still going a FE build.

(3) By the time a Zerg player scouts a Terran, the Terran can easily have marines being made from his 8 rax, and the Zerg can easily be put in an awkward position of an expansion hatchery being put up.

(4) I really appreciate the people who understood the purpose of this thread and gave valuable insight. The big idea seems to be with map control and how Zerg players can make up for lost mining time by expanding and taking an early economic advantage. Calculations are important in Starcraft, but there are far too many variables to base strategies on them alone.

(5) I still find that bunker rushing at the amateur level, or at least feigning a bunker rush, is an incredibly deadly strategy. Zerg players panic when they see the SCV start building a bunker. It's a "holy shit" moment. Some overreact. Some don't react well at all. I, from the perspective of a Zerg player, recommend that Terran players use this knowledge to their advantage.
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
July 25 2009 10:32 GMT
#30
On July 25 2009 19:14 Raidy wrote:
(1) For those of you who didn't notice when I linked the guy to the Sylvan Learning Center website, he claimed I was whining about bunker rushes. I specifically stated the purpose of this thread in my first post, and actually requested that nobody use words like "overpowered."

Am I an asshole? Yes. Was I being an asshole? No, not until I was provoked.

(2) By saying that 8 rax is a BO counter to 12 hatch, you're agreeing that yes, in practically every ZvT game, the Terran should 8 rax. I don't know if you've noticed, but 12 hatch is pretty much the only thing done on almost every map nowadays, especially at the amateur level. 9 overpool puts you behind due to Terran ramp blocking (even with SCV/rines/floated barracks) and the fact that zerglings alone are soon made useless by one of several Terran units; it's a pretty horrible idea to go 9 overpool considering a Terran can defend against it while still going a FE build.

(3) By the time a Zerg player scouts a Terran, the Terran can easily have marines being made from his 8 rax, and the Zerg can easily be put in an awkward position of an expansion hatchery being put up.

(4) I really appreciate the people who understood the purpose of this thread and gave valuable insight. The big idea seems to be with map control and how Zerg players can make up for lost mining time by expanding and taking an early economic advantage. Calculations are important in Starcraft, but there are far too many variables to base strategies on them alone.

(5) I still find that bunker rushing at the amateur level, or at least feigning a bunker rush, is an incredibly deadly strategy. Zerg players panic when they see the SCV start building a bunker. It's a "holy shit" moment. Some overreact. Some don't react well at all. I, from the perspective of a Zerg player, recommend that Terran players use this knowledge to their advantage.

tl;dr, stop trying so hard to prove that you're right and make a concise argument instead.

8 rax isn't a BO counter to 12 hatch, it's just the one that puts the most pressure on early. 12 hatch has no BO counter in ZvT. That's like trying to find a counter to 2 rax. You can't.
I'm on GOLD CHAIN
Manifesto7
Profile Blog Joined November 2002
Osaka27174 Posts
July 25 2009 10:36 GMT
#31
On July 25 2009 18:29 Rakanishu2 wrote:
Some of the responses in this topic have me baffled.

The OP doesn't want your strategies for fending off bunkers rushes.

How many times does someone have to tell you guys before you read and understand?

I hate people who flame in topic like this, but I'm seriously considering giving the guy who linked sylvanlearning.com a Nobel Prize, in this case it's very true.


Then he should label this as a guide, rather than a question. There is no call for being an asshole in the thread, especially if you are the one that created it.

I like this topic, it is interesting, but keep it mannered.
ModeratorGodfather
Ver
Profile Joined October 2008
United States2186 Posts
July 25 2009 10:38 GMT
#32
Even semi failed bunker rushes can be a problem because the Terran gets behind in tech. Look what happens here:

http://www.teamliquid.net/tlpd/games/14295_Flash_vs_Jaedong

Jaedong might have lost more money overall but he was able to start his tech asap and his mutas came relatively faster than normal. Flash did do an offbeat build which was a large part of the loss as it requires more precise timings but the same problem still applies. If he bunker rushes, his tech/defense is slower. However, the bunker rush doesn't have to slow your tech at all.

So basically you need to not delay your spire a second. If you stop the bunker rush cold you can regain any mineral loss by making less lings and getting mutas out relatively faster.

btw 2 rax has a counter: 3 hatch muta. That's why it's dead.
Liquipedia
Rakanishu2
Profile Joined May 2009
United States475 Posts
July 26 2009 01:12 GMT
#33
On July 25 2009 19:36 Manifesto7 wrote:
Show nested quote +
On July 25 2009 18:29 Rakanishu2 wrote:
Some of the responses in this topic have me baffled.

The OP doesn't want your strategies for fending off bunkers rushes.

How many times does someone have to tell you guys before you read and understand?

I hate people who flame in topic like this, but I'm seriously considering giving the guy who linked sylvanlearning.com a Nobel Prize, in this case it's very true.


Then he should label this as a guide, rather than a question. There is no call for being an asshole in the thread, especially if you are the one that created it.

I like this topic, it is interesting, but keep it mannered.


I don't understand, he's still asking a question, I'm confused as to why his question would be put into a guide category.

His question is "Why don't terran just bunker rush/fake bunker rush every game?" His conjecture is that it always ends up with the terran being better off economically even in an ideal counter. Which I disagree with, but that's not what's important, whats important is that its still a question, and a decent one at that.

What do you lose by fake bunker rushing? possibly 1 SCV mine time+bunker cancellation cost. The zerg either has to scout that its a fake, or play it safe and consider it a bunker rush and attempt to stop it.

I'm no expert, I'd love it if someone could shed some more light on the topic.
10 G's in the packet and I'm ready to roll, on fire like a rocket and I'm ready to blow
Manifesto7
Profile Blog Joined November 2002
Osaka27174 Posts
July 26 2009 01:27 GMT
#34
If that is his question, then he should carefully consider the strategies used to fend off bunker rushes, as that will be a determining factor whether or not it is worth doing.
ModeratorGodfather
Batibot
Profile Blog Joined August 2008
Philippines348 Posts
July 26 2009 02:00 GMT
#35
Would it matter if you scout him last?
Jaedong has to be a Bonjwa. Tired of of rooting for July.
ForTheSwarm
Profile Blog Joined April 2009
United States556 Posts
July 26 2009 02:02 GMT
#36
I would like to know exactly how you found this:

SCV's average mining rate = 68 mins/min
Drone's average mining rate = 72 mins/min

I'm just curious, because I don't see why there is any reason an SCV should mine slower than a drone. As far as I know all peons have exactly the same specs (Except SCV HP).

Whenever I see a dropship, my asshole tingles, because it knows whats coming... - TheAntZ
Batibot
Profile Blog Joined August 2008
Philippines348 Posts
July 26 2009 02:21 GMT
#37
They say that probes mine faster.
Jaedong has to be a Bonjwa. Tired of of rooting for July.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
July 26 2009 02:24 GMT
#38
On July 26 2009 11:02 For_The_Swarm wrote:
I would like to know exactly how you found this:

SCV's average mining rate = 68 mins/min
Drone's average mining rate = 72 mins/min

I'm just curious, because I don't see why there is any reason an SCV should mine slower than a drone. As far as I know all peons have exactly the same specs (Except SCV HP).


Probes accelerate fastest although they all have the same top speed.
aeroH
Profile Blog Joined February 2009
United States1034 Posts
Last Edited: 2009-07-26 02:47:22
July 26 2009 02:39 GMT
#39
On July 26 2009 11:02 For_The_Swarm wrote:
I would like to know exactly how you found this:

SCV's average mining rate = 68 mins/min
Drone's average mining rate = 72 mins/min

I'm just curious, because I don't see why there is any reason an SCV should mine slower than a drone. As far as I know all peons have exactly the same specs (Except SCV HP).


IIRC, there was a thread on it, but i can't seem to find it.
Probes mine the fastest, then drones and then SCVs
edit: found one
http://www.teamliquid.net/forum/viewmessage.php?topic_id=93124
but i remember there was another one that tested it and went into detail... which apparently disappeared into theabyss
Batibot
Profile Blog Joined August 2008
Philippines348 Posts
July 26 2009 03:15 GMT
#40
The stats in OP is wrong. It hasn't taken into account that you need to cut scv's to use 8 rax. That's really a big factor as the game goes on.
Jaedong has to be a Bonjwa. Tired of of rooting for July.
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