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TvZ zerg glitch impossible to counter - Page 3

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789
Profile Joined October 2009
United States959 Posts
April 18 2010 22:39 GMT
#41
The rush itself is definitely not OP nor the problem here. I would file a bug report about the creep upon the hatch cancel though, just in case it isn't intentional. I don't see a big problem with it ... since you have to give up so much to do it, but it may be unintended none the less.
Member of Hyuk Hyuk Hyuk Cafe! He's the next Jaedong, baby!
speedphlux
Profile Blog Joined April 2010
Bulgaria962 Posts
April 18 2010 22:43 GMT
#42
That's not even a rush IMHO. Takes forever for that fat-azz Queen to bring her anthenae across the map. Reminds me a bit of the famous "Mothership Rush" :D
... Humanity Is Not What I Suffer From ...
oaax
Profile Joined March 2010
Norway38 Posts
April 18 2010 22:47 GMT
#43
Hahaha. Awesome cheese! Zerg needs more cheese strats! Keep it coming. This will be thoroughly tested by me tomorrow.
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
April 18 2010 22:52 GMT
#44
Didn't know that unfinished hatchery spawns creep... there might be something fundamentally wrong with that, regardless of whether or not this is easily defendable
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
April 18 2010 23:05 GMT
#45
thought the rules said the games need to be plat lvl and have mult replays right? lol
Hwaseung Oz fan for life. Swing out, always swing out.
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
April 18 2010 23:28 GMT
#46
this thread is agaist the rules, plz read the rules before creating some "imba" threads =(
after 2 years i reached it = marine icon
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-04-18 23:50:03
April 18 2010 23:47 GMT
#47
On April 19 2010 07:34 tenpromicro wrote:
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


Would hurt more than it would help... you'd have 75 less minerals early on when you couldn't afford it and the early spine crawler would mean you're also 100 minerals less than much sooner. I'd sooner just fend off with lings...

PS. As soon as you see the queen coming you know what's happening too...
AllFear
Profile Joined March 2010
44 Posts
April 18 2010 23:50 GMT
#48
On April 19 2010 06:02 Twinweapon wrote:
I saw creep and zerglings outside my wall-in and was like O DAM PROBLEM WTH IS THIS.


BAHAH new sig
Twinweapon: I saw creep and zerglings outside my wall-in and was like O DAM PROBLEM WTH IS THIS.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
April 18 2010 23:53 GMT
#49
On April 19 2010 07:52 DragonDefonce wrote:
Didn't know that unfinished hatchery spawns creep... there might be something fundamentally wrong with that, regardless of whether or not this is easily defendable


Despite the fact that this "rush" itself is utterly useless, this could have certain utility for moving the creep pre-Lair. Though it is pretty costly at 75 minerals, plus the time when you're spending nothing to wait for 300 minerals, plus any Spawn Larva cycles that you miss due to the Queen being away from base and spending 25 energy on a tumor.

This might be worth it to establish a contain at the natural on maps like Kulas Ravine. But even then, it's pretty iffy.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Twinweapon
Profile Joined April 2010
United States90 Posts
April 19 2010 01:25 GMT
#50
Someone just close the thread now.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2010-04-19 01:34:19
April 19 2010 01:32 GMT
#51
On April 19 2010 02:10 Bac wrote:
Even if she says shes on the pill, wrap that shit up anyway.


Have you read the rules on Teamliquid?... Shitty oneliners are bannable offence.
Also the OP should better read the rules... you need multiple replays on platinum level if you are not a known player to provide evidence that something's wrong. Please read the rules before posting.

I don't think this build is overpowered at all since its all in, deal with it.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Jugan
Profile Blog Joined July 2009
United States1566 Posts
April 19 2010 01:37 GMT
#52
On April 19 2010 02:07 Twinweapon wrote:
I have just encountered a rush from zerg that I think glitched.

Zerg is all standard until he makes a queen, rushes it to your base with 6 drones and about 8-10 zerglings. One drone makes a hatch and then cancels it quickly allowing creep. Queen builds a tumor there. While the tumor is spreading they start making 5-6 spine crawlers. Also preventing you from killing them as he has now spawned 20 zerglings by now.

Anyway to counter this as Terran as by the time I had more resources as him and was just got my 3rd barracks done by the time the spine crawlers destroyed my wall and 30+ zerglings just flooded in. Killing my 5 marines and 3 marauders that i had no choice but to micro and still lost. This happened at the 7 minute mark.

This little glitch is too quick for Terran as I said he had 5+ spine crawlers out and 18 zerglings protecting when I just got my 3rd barracks up and constantly have near 0 minerals Marcoing well. He had started his spine crawlers before the 5 minute mark. Seems like a very unfair glitch that grants a win just like Terran can not counter 4- gate zealot rush very well at all.

I have encountered this rush about 5 times today and every time I tried something different, but nothing seemed to work as I could not get the number of units I needed to destroy the spine crawlers and the zerglings. If I target the zerglings then the 5 spine crawlers spawn and I could not deal with that. Also because he doesn't have many drones anymore he doesn't have to make overlords. He just gives up a drone for a spine crawler and makes more zerglings. I hope the glitch is fixed because right now Terran can not beat it, because it's just to quick.


Replay: http://www.mediafire.com/?4yygmwknr3n

Any insight is helpful Thanks


Just scout it... You can literally walk up, make a bunker, and your marines will take care of the rest. Unless you tried to do something greedy and don't have any marines.
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
April 19 2010 01:41 GMT
#53
On April 19 2010 03:56 Twinweapon wrote:
Did not expect what he did because I never saw this build before
...
I was not aware that this rush existed.

On April 19 2010 02:07 Twinweapon wrote:
I have encountered this rush about 5 times today

so what was the excuse the next four times?

On April 19 2010 10:25 Twinweapon wrote:
Someone just close the thread now.

roemy
Profile Joined April 2010
Germany432 Posts
April 19 2010 02:37 GMT
#54
On April 19 2010 10:37 Jugan wrote:
Show nested quote +
On April 19 2010 02:07 Twinweapon wrote:
I have just encountered a rush from zerg that I think glitched.

Zerg is all standard until he makes a queen, rushes it to your base with 6 drones and about 8-10 zerglings. One drone makes a hatch and then cancels it quickly allowing creep. Queen builds a tumor there. While the tumor is spreading they start making 5-6 spine crawlers. Also preventing you from killing them as he has now spawned 20 zerglings by now.

Anyway to counter this as Terran as by the time I had more resources as him and was just got my 3rd barracks done by the time the spine crawlers destroyed my wall and 30+ zerglings just flooded in. Killing my 5 marines and 3 marauders that i had no choice but to micro and still lost. This happened at the 7 minute mark.

This little glitch is too quick for Terran as I said he had 5+ spine crawlers out and 18 zerglings protecting when I just got my 3rd barracks up and constantly have near 0 minerals Marcoing well. He had started his spine crawlers before the 5 minute mark. Seems like a very unfair glitch that grants a win just like Terran can not counter 4- gate zealot rush very well at all.

I have encountered this rush about 5 times today and every time I tried something different, but nothing seemed to work as I could not get the number of units I needed to destroy the spine crawlers and the zerglings. If I target the zerglings then the 5 spine crawlers spawn and I could not deal with that. Also because he doesn't have many drones anymore he doesn't have to make overlords. He just gives up a drone for a spine crawler and makes more zerglings. I hope the glitch is fixed because right now Terran can not beat it, because it's just to quick.


Replay: http://www.mediafire.com/?4yygmwknr3n

Any insight is helpful Thanks


Just scout it... You can literally walk up, make a bunker, and your marines will take care of the rest. Unless you tried to do something greedy and don't have any marines.

alas, marines in bunkers have range 6 - spine crawlers range 7.
only the marauder get to par when in a a bunker, which you won't be able to build on creep.
transfusion works quite well and i guess repairing does, too - but the latter screws with the whole cost argument.
rock is fine.. paper could need a buff, but scissors have to be nerfed
StayFrosty
Profile Joined February 2010
Canada743 Posts
April 19 2010 02:38 GMT
#55
wall?
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 19 2010 02:53 GMT
#56
On April 19 2010 11:38 StayFrosty wrote:
wall?

The spine crawlers do extra damage to armored units, and thus walls. But honestly, this is just like any other cheese. The Zerg loses around 100 minerals by canceling that hatchery. They also had to save up for the hatchery in the first place so their economy is really hurt by this. If you scout this, you should just start pumping marauders and build bunkers. Marauders in bunkers have equal range as spine crawlers and they do bonus damage to the spines, as well. Transfusion on the spines shouldn't be as big an issue because you can repair your bunkers as well.
Deimos
Profile Joined June 2009
Mexico134 Posts
April 19 2010 02:57 GMT
#57
jajaj Somebody say... bunker rush ??? after the f..ing patch 8 for us... Zerg have design something that would nutts terran and protoss.... I hope that you find your answer
USn
Profile Joined March 2010
United States376 Posts
April 19 2010 02:58 GMT
#58
On April 19 2010 03:02 Funchucks wrote:
Show nested quote +
On April 19 2010 02:54 PiSan wrote:
However, I think the rush does abuse an unintended glitch: A canceled hatchery should not produce usable creep.

This had to be programmed specifically into the game. It couldn't happen by accident.


Uh... what? It could easily happen accidentally.
Deleted User 55994
Profile Blog Joined December 2009
949 Posts
April 19 2010 03:01 GMT
#59
I watched the rep and i'm sorry but you're just all over the place man. You really can't aford to tie up all those resources queueing that many units that early, and you IGNORED HIS PROXY when you had vision of it wtf lol? Please don't call something impossible to defend, ever, unless you have fantastic evidence and credibility like Orb's reaper thread.
prototype.
Profile Blog Joined July 2009
Canada4200 Posts
April 19 2010 03:09 GMT
#60
Here's a tip, get GOOD.

I don't have sc2 beta and even I know this strategy is complete bullshit.
( ・´ー・`)
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