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[Q] Is Bunker Rush worth it? - Page 2

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gm.tOSS
Profile Joined September 2005
Germany898 Posts
November 14 2008 17:55 GMT
#21
You should try and listen to people with superior knowledge and experience.
HuK HuK HuK | ¯\_(ツ)_/¯ | There is death in the hane.
Durak
Profile Blog Joined January 2008
Canada3684 Posts
November 14 2008 17:55 GMT
#22
My analysis of the situation is that bunker rushes are non-risky way to put pressure on the zerg. You're right, they don't really cost all that much and they can be deadly. However, I think you're over evaluating the damage that they do because of how you deal with it.

You don't need to pull six drones to deal with a bunker rush. I normally take a couple and move them to my nat to attack the SCV. If he cancels then I just move the drones to the minerals because my hatchery just finished. If it gets finished then you pull 3-4 drones to deal with it Jaedong vs Flash style (I think it was them) and move them out to kill reinforcing marines. You let the bunker hit your hatchery with one rine inside of it until you have some zerglings. If more marines get inside you keep building up some zerglings, kill reinforcing units, and then take out the bunker. Alternatively, you can build a sunken out of it's range.

Bunker rushes are great to use on iccup because they're well worth the money in most low level games (D- to C probably). It really just depends on how well the zerg deals with it. Most of the time you end up shooting yourself in the foot by how you defend. It's pretty much the same thing with most types of cheese that aren't all in (I'd even throw 2 gate in here even though it isn't cheese).
SpiralArchitect
Profile Blog Joined December 2006
United States2116 Posts
November 14 2008 18:02 GMT
#23
On November 15 2008 02:39 F13 wrote:
Show nested quote +
On November 15 2008 01:42 SpiralArchitect wrote:
About moving the bunker higher up in the tech tree thats just stupid. You are way to scared of bunkers or something. Just send your second overlord to your natural and you should be able to spot it before it goes up and rines arrive. Pull 2-3 drones and go kill the SCV. Its not that hard.


Great feedback. The only problem for this is that sometimes its not possible to scout the bunker construction till its almost done or done. I often find myself using the 2nd overlord to scout the opposite section of the map if my 1st ovie did not scout a Terran base near my base.


Ok to be blunt here, dont scout with your second ovie. Your going to lose it and your first overlord is already out there scouting, you want that ovie at your base (in ZvT). Even if you like to send taht second ovie to scout his base or something just send a drone out there to check it out, I always use at least one drone for scouting anyway, unless I find his base with ovie. Bunker rushes are really outdated honestly, the counter is rather simple and easy to use. Scout. Thats all you have to do because most of the time you can get a nine pool down or even a 12 pool before his bunker is building. You gotta play a mind game here and anticipate his moves. If his scv comes in and checks out your 12 hatch then disappears, your screwed. So keep an eye out for his scout and use that second ovie to scout your natural. Its more important to keep your 12 hatch then find his base at that point in time.
TeamLiquids #1 illiterate writer, writin dem wordz is de hardz.
Fontong
Profile Blog Joined December 2007
United States6454 Posts
November 14 2008 18:04 GMT
#24
On November 15 2008 02:07 IntoTheWow wrote:
http://www.teamliquid.net/tlpd/games/9388_Kwanro_vs_Sea.Really/vod

I've seen this. Kwanro is a god.

Range+Speed upgraded drones?!?!
[SECRET FONT] "Dragoon bunker"
NatsuTerran
Profile Blog Joined June 2007
United States364 Posts
November 14 2008 18:10 GMT
#25
It honestly doesn't sound like you've played more than 5 games as Terran in your life. It's easy to watch Terran and see it as being strong, but the sheer amount of things you have to do mechanically makes it insanely hard to play.

First of all, you are completely wrong when you say Terran receives little to no build order damage. In order to bunker rush, you have to go 8 rax. If you don't, then the zerg gets lings out around the same time you get 1 rine. When you open 8 rax you have to choose later on between an expo and a second rax. The problem I always had with the failed fake bunk is that if I got the expo, I wouldn't be able to afford a second rax until like 8 minutes into the game. If I got the second rax, I would probably never be able to afford an expo due to constant scv and 2x rine pump from 1 base. Not only this but the bunker itself holds up 100 minerals the entire time you are doing this, meaning you probably won't be able to afford neither an extra rax nor an expo until it gets cancelled.

Plus, did you see that video posted? You say you have trouble saving your base with 6 drones pulled off. In the vid 6 drones not only stopped the bunker but they chased down and killed like 8 marines and went all the way to T's base and proceeded to win. I have played many games where I get a bunker set up completely uncontested with 3 rines inside and 3-4 scv's repairing, and still I am destroyed in record time by the zerg's first six lings with their first six drones.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
November 14 2008 18:13 GMT
#26
It's harder to stop a bunker rush than it is to do one. In that respect SC is imbalanced.

But in SC it's all over the place. And in the case of T you basically need D+ skills to beat D players. And C- skills to beat D+ players. So in ZvT I don't see what's there to complain.
CDRdude
Profile Blog Joined May 2007
United States5625 Posts
November 14 2008 18:21 GMT
#27
On November 15 2008 03:10 NatsuTerran wrote:
In the vid 6 drones not only stopped the bunker but they chased down and killed like 8 marines and went all the way to T's base and proceeded to win.

Actually, it was 7 drones, but yeah. Kwanro is a badass. Although am I the only one that agrees with the OP when he says that bunkers should be factory-level tech? Seriously, that would be awesome. Terran FE would be ruined, terran defense against lurkers would be ruined, and of course so would bunker rush, and that's just against zerg. Terran would also no longer be able to deal with early game goons, would have a hard time dealing with zealot harass, and couldn't really FE in any of their matchups. We should petition Blizzard to do just that.
Force staff is the best item in the game.
SpiralArchitect
Profile Blog Joined December 2006
United States2116 Posts
November 14 2008 18:38 GMT
#28
On November 15 2008 03:13 BlackStar wrote:
It's harder to stop a bunker rush than it is to do one. In that respect SC is imbalanced.

But in SC it's all over the place. And in the case of T you basically need D+ skills to beat D players. And C- skills to beat D+ players. So in ZvT I don't see what's there to complain.

Its also much harder to defend a six pool than it is to A move your lings to a unsuspecting base. That is the risk and reward part of cheese, if you succeed you have won the game with minimal effort, if you fail you will certainly lose the game to a good opponent. Therefore the game is actually balanced since each race has a comparable strategy which is equally hard to deal with for each race.
TeamLiquids #1 illiterate writer, writin dem wordz is de hardz.
intrigue
Profile Blog Joined November 2005
Washington, D.C9934 Posts
Last Edited: 2008-11-14 18:49:21
November 14 2008 18:38 GMT
#29
you are not considering the game beyond just the rush. if a zerg successfully defends, the terran will have a much later expansion and play more passively, usually without a scouting scv left alive. his lack of scouting and your six lings can force him to delay moving out his expo cc or a bunker. it's not uncommon to have even your leftover lings from the bunker rush chase down straggling marines and kill a few scvs in his main. remember, he's on 1rax and nonspeedlings are dangerous at this point.

as for faking a bunker rush, there's really not much a zerg can do about it. again, the lings you make in response can be used to kill the scout faster and pressure him. i think it's even, and if terran is ahead it's marginal. come midgame and lategame, zerg has similar tactics like the threat of stop lurkers, fake muta or lurker tech, and backstabs that delay and force the terran to play more conservatively with extra bunkers/turrets/delayed expoes/etc.

a finished bunker with only a marine or two in it is not any real threat as long as you can cut off reinforcements. you may also be engaging the bunker too early - delay until your hatch is in the yellow or red so you can get as many lings as possible before attacking all at once. sunkens outrange bunkers too, if you think it's necessary. here are the two biggest tips for how to prevent bunker rushes in the first place: 1. always place your second overlord at your natural and 2. scout on 12 or even 9 if you are paranoid. terrans generally scout earlier on ladders too, so it's not terrible economically. having an extra mining drone is not worth the risk of getting caught off guard.
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
Last Edited: 2008-11-14 18:51:25
November 14 2008 18:43 GMT
#30
Then why isnt it used more often? WHY???



Additional Note: I am fine with the existance of bunker. I just feel like T should not be allowed to build it so early in the game however. Maybe a requirement to bunker might be construction of Factory that might make it more fair. You might say, then T cannot protect expo without bunker?! Well, T really shouldn't take FE in the 1st place without a ground army that is strong enough to ensure its protection. Just like how P never takes an expo (unless its a gamble 14 nexus) unless he has a strong enough P ground army/cannon to protect it for the time being. Just like how T can have a much inferior army early game, but be safe from attacks just because it blocked the ramp with SCVs and marines (can you say cheap?)


Sir, you are a troll or the biggest idiot the world has ever seen.

You say P never takes expo unless they have cannons? And T never takes expo unless they have bunkers? Hello?

And T can have an inferior army? What about P is forced to either block ramp with zealots AND probes (like marines AND scvs) if they dont expand with fast cannons like terran with fast bunker.

Lim Yo Hwan forever!
Durak
Profile Blog Joined January 2008
Canada3684 Posts
Last Edited: 2008-11-14 19:09:56
November 14 2008 19:03 GMT
#31
On November 15 2008 03:38 SpiralArchitect wrote:
Show nested quote +
On November 15 2008 03:13 BlackStar wrote:
It's harder to stop a bunker rush than it is to do one. In that respect SC is imbalanced.

But in SC it's all over the place. And in the case of T you basically need D+ skills to beat D players. And C- skills to beat D+ players. So in ZvT I don't see what's there to complain.

Its also much harder to defend a six pool than it is to A move your lings to a unsuspecting base. That is the risk and reward part of cheese, if you succeed you have won the game with minimal effort, if you fail you will certainly lose the game to a good opponent. Therefore the game is actually balanced since each race has a comparable strategy which is equally hard to deal with for each race.


I don't think six pooling is the same thing though. A six pool is basically an all in while a terran can do a bunker rush while only delaying themselves a bit. It's because zerg has to trade off drones to build zerglings while terran can keep pumping scvs. If you look at the kwanro game linked a few posts up you can see how many scvs Really had. Protoss has 2 gate which is the same sort of deal. Zerg can't do cheese and come back from it like the other races, it's almost always an all-in.

I play zerg so I may be a bit biased .

Edit: Terrans might feel similarly about muta harass now that I'm trying to empathize. It's sort of similar in that you need to build defense/waste resources to protect yourself from something you can't stop from coming. Except it's a lot worse for zerg because it's at the start of the game and you don't have as many options. Terran could sunken break before mutas or whatever.
Malongo
Profile Blog Joined November 2005
Chile3472 Posts
November 14 2008 19:09 GMT
#32
On November 15 2008 01:31 F13 wrote:
.......................
So Z has to try to pick off the 2nd marine before it gets into the bunker. If it fails to, the Zerg will have a hard time taking down the bunker. Even if it is successful and the bunker is empty, the drones have lost a lot of mining time, MUCH slower lair, and Z has to use up larvaes to rebuild drones, while the T can go on about its normal build order with the loss of 1~2 SCV + 2 marines.

....................... +100 bunker + cost of double harrasment (2 scv has to travel too)
....................... T cant go on his "normal" BO used 100 to bunker, lost first 2 marines


Canceling the Bunker: This is the biggest point of my thread
The T notices that Z will overwhelm the bunker so T just decides to cancel it after his 1st marine died. At this point, Z has already produced 6+ lings. Z lost mining time for 6+ drones. T has dealt Z psychological damage. Z is surprised and caught off his usual build order timing. Z has neglected drone production for early ling production. Z's lair will be slower and has suffered economical damage. The cost of canceling a bunker is 25 minerals. 25 + 50 mineral (1 marine) = 75 minerals. The T has lost a total of 75 minerals to deal this much damage to Z's economy and timing and mentality. I think its definately worth it, is it not?


lol at psychological damage
T fucked up his BO
T lost time and worker too
Z is surprised?
Z 5 pools next game.

Help me! im still improving my English. An eye for an eye makes the whole world blind. M. G.
ahole-surprise
Profile Joined August 2007
United States813 Posts
November 14 2008 19:27 GMT
#33
You're a misguided soul. A lower level zerg player hating on Terran. You should be hating on the real evil race. It's the one that's not been named yet in this post.
Pulp can move, baby!
Biff The Understudy
Profile Blog Joined February 2008
France7904 Posts
November 14 2008 19:43 GMT
#34
Didn't Flash often go bunker rush into FE on Blue Storm?

I used to do this build a lot, it's quite efficient.
The fellow who is out to burn things up is the counterpart of the fool who thinks he can save the world. The world needs neither to be burned up nor to be saved. The world is, we are. Transients, if we buck it; here to stay if we accept it. ~H.Miller
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
November 14 2008 19:47 GMT
#35
I recommend you to play some games with Terran and bunlerrush every single game. You will see what annoys you most and simply have to do it when you play Z again. Seeing things from "the other side" can help you alot!
"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
NatsuTerran
Profile Blog Joined June 2007
United States364 Posts
November 14 2008 19:49 GMT
#36
Lol I forgot to even reply to OP's suggestion about factory-level bunkers. Bunkers would be like a once every 50 game occurence if that were implemented. I mean, you have TANKS at that point...cmon. Also, I'd love to see a Terran try to play TvP on Longinus without bunkers. LMFAO. I bet you anything if this actually happened every pro Terran would drop off the circuit as long as flat maps like longinus are involved. Either 2 gate proxy or hard goons would make it auto gg.
Too_MuchZerg
Profile Blog Joined February 2008
Finland2818 Posts
Last Edited: 2008-11-14 20:11:41
November 14 2008 20:09 GMT
#37
On November 15 2008 01:44 Scorch wrote:
If even a failed bunker rush was an advantage, Terrans would do it every game.


They do 4 out of 5 games to me, be it fake or not. I cant just let if go up, always have to pull 5-6 drones or those extra 2-3 drones to stop bunker been completed (if he goes natural suddenly but usually extra SCV comes and tries to hide it, so overlord needs to be there to spot it). Its nowdays standard.
hixhix
Profile Blog Joined September 2004
1156 Posts
November 14 2008 20:17 GMT
#38
On November 15 2008 01:44 Scorch wrote:
If even a failed bunker rush was an advantage, Terrans would do it every game.


Yes, Boxer said that bunker rush is always a win-win situation for T and that was what all the Terran players were doing 3-4 years ago in TvZ until Z players master their drone micro and muta micro. Bunker rush is not auto advatange anymore.
KlaCkoN
Profile Blog Joined May 2007
Sweden1661 Posts
November 14 2008 20:18 GMT
#39
Se flash vs lux on andromeda for an example of just how unbelivably fucked a t is versus an equal opponent that just happend to pool first vs 8 rax.
"Voice or no voice the people can always be brought to the bidding of their leaders ... All you have to do is tell them they are being attacked and denounce the pacifists for lack of patriotism and exposing the country to danger."
bubbabro
Profile Blog Joined November 2008
United States41 Posts
November 14 2008 21:24 GMT
#40
y'all are saying that T is stronger....... I disagree. As far as rushing, sure, they're pretty good but not overpowering. Plus, T has basically no ground defence for bases xept bunkers and bunkers are still ineffective compared to walling, and THAT only works well for early game and slows the min income.
You never know what you're doing even if you think you do
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