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On April 19 2010 02:13 BDF92 wrote: So in the time that it took to lumber the queen over, make 8-10 zerglings, have enough for another hatchery, make 20 zerglings all the while they have very few drones mining... and then also have the minerals for 5-6 spine crawlers, and all you have is 5 marines and 3 marauders?
My thoughts exactly... Just didn't have the balls to say that since I'm a newbie around the forums..XD
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unimportant-stuff-i'd-like-to-add: canceling a hatch returns 225minerals (75%) /me buggers off again
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The guy is going all in on a no gas build. I'm not terran, so I don't know the timings, but if you got out a single siege tank it'd be over. If you got some reapers, it'd be over even sooner. If you got a single banshee it'd probably be over, get two and it'd definitely be over. You should be able to do at least one of these in this situation.
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There was a thread talking about this "glitch" LOL. I don't think it's unfair - and you do need at least 7 more platinum-level replays or this gets closed
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On April 19 2010 02:30 Funchucks wrote: I think what this demonstrates is that you can't just wall in, invest heavily in economy and tech, and expect to be safe regardless of what your opponent does in the early game.
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Thanks for the advice. I think my main problem was that I thought he was just going to randomly expand somewhere on the map so. I was not aware that this rush existed. Also that macro that game was bad at best. Thanks for the help have a great day everybody.
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On April 19 2010 03:56 Twinweapon wrote: Thanks for the advice. I think my main problem was that I thought he was just going to randomly expand somewhere on the map so. I was not aware that this rush existed. Also that macro that game was bad at best. Thanks for the help have a great day everybody. And you didn't expect or scout it the five other times you claimed it happened to you today?
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Good evening Twinweapon,
I'm usually not responding to thread asking for help, but your case is a little more interesting than usual cry for nerf. You played decently in this replay, and there is a kind of fashion these days to go for spine rush. And moreover I kind of liked the way to create a creep tumor out of nowhere, so I'll try to be helpful.
I'm Zerg, not so bad of a player (10th plat). You did almost well to defend this rush. Let's admit your opponent succed into creating 5 crawlers, and some creep tumors. A crawler has a range of 7, which is outranging all your units (you had few marines & a marauder). BUT his army can't go forward since he has no creep, so the first thing to do is to position you units just at the limit range of spine crawlers, to prevent any creep tumor to pop to far forward.
This won't stop the rush, but it will delay it pretty well. He'll have to move his crawlers forward to be able to throw down a new creep tumor, and during this process (10sec for burrowing), you'll have free shots on the crawlers.
And once again you won't kill them, but only damaging them. But you just have to pull back a little bit, and start again : put all your units in an arc so that you'll prevent a new creep tumor to come to far in your base.
The only thing you have to do is DELAY his push. He had half your workers, so you'll be way ahead once you'll push him back. Doing this kind of positionning, back and forth, will damage the crawlers little by little, and normally you won't loose any M&M. Just keep your production building far away from the rush zone, to keep them safe. You'll outmacro him rather fast. Fast enough to kill few crawlers no problem.
Also, keep in mind that all of his strategy depends on creep. If you missed to kill one of his creep tumor (let's imagine he overmicro'd you / distracted you), you can still scan and snipe it. No creep tumor, no rush. Creep tumors are the real key of this rush.
Hope I was helpful for you. Thanks for sharing this nice cheese. Have fun with SC2 Twinweapon
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You played really bad..500 minearls at 3 min of games? omg
however you could simply lift your cc and buildings and move to antoher base..XD but you could survive the attack for sure..
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I was planning to expo b/c that's what I thought he was going for, but that was until I saw creep and zerglings outside my wall-in and was like O DAM PROBLEM WTH IS THIS. I thought he was chesseing units outside my base, not spine crawlers until I saw them.
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The fact that you put 'impossible to counter' in your thread title while encountering this only once (based on the single replay you provided) is just baffling.
Did you even try to counter this build before calling it impossible to counter?
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marauders/reapers + bunkers. Tanks with seige. Reaper counter. Hellions for lings, etc. etc.
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This is a cool, strange little strat, but its far from a "glitch"
Its a bit complicated, the Z has to do every bit of it correctly, and quickly. All the while without you scouting it, or doing anything about it... ?
Hardly a broken strat. a funny one though.
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Rofl, rename the thread title because it's not impossible to counter. Just because something is new and you couldn't find a way to beat it doesn't mean it's impossible to counter. You should probably do some more research and have a friend do this specific build vs you until you find a way to counter it before saying it's impossible to stop.
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I love how when I call something overpowered/imbalanced I get temp banned, but when this guy does it with the same amount of evidence, nothing happens.
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not impossible, but very creative and interesting.. i would tweak the zerg build to get way more lings early on.. you dont really need that much mins to make this work because by the time your queen slumbers over to opponents base, you'll have a shitload of mins piled up
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i think a better use of this strat would be against double gate zlot rushers.. if you proxy spine crawlers at your nat you could get your expo up and running with ease.. will have to experiment though
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Trol!
User was banned for this post
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