Its probably going to be fixed and might cause Blizzard to change the way worker pathing works in a negative way. Anyways wouldn't it make early pools w/ workers pretty op vs wall-in? I dunno just seems really easily abusable but people have been finding new ways to abuse worker pathing forever.
If you click on the minerals, then shift-click once again on the minerals, the drones will perfectly stack without splattering again and you can easily attack with all at once.
The problem is, when the protoss sees you attacking one pylon, he can quickly start to wall off behind that pylon again, thus nullifying your effort :/
Two bunker walls are scarier than three pylon walls, especially given that 2 rax bunker rushes put the terran significantly less behind than multi-pylon walls put protoss behind, and are less costly for the same effect and more effective for the same cost, with much greater pullout/recovery potential given bunker salvage and marines being capable of moving (unlike cannons). The DPS of 2 bunkers loaded with 8 marines total (600 minerals) is 56, while the DPS of 2 cannons behind a 3 pylon wall (also 600 minerals) is 32. As well, it's more survivable because SCVs can repair bunkers behind the safety of the wall. Also, the marines can poke up the ramp for greater range, annoyance/harassment, and ability to take out burrowing spines while still retreating to the bunkers when a threat appears.
On September 01 2011 07:52 AARONHAND wrote: The thing about the depots though is they also prevent terran from walling off at the bottom of their ramp with just one supply depot and a barracks
not only that, but it also ruins the evo chamber and spine crawler wall off that allows drones/zerglings to get by but not hellions.
irrelevant. by the time evo/spine wall off is built, you've destroyed the neutral depot with any attack-capable force (even as small as one zergling).
On September 01 2011 11:45 dbddbddb wrote: no protoss ever places 3 pylons at the bottom of the ramp ever since the double pylon was removed.
Actually this is false, when a protoss forge fe against a hatch first zerg, the protoss will usually opt for cannon harass, and a wall off between main and natural with 3 pylons gives protoss a huge advantage. I'm not going to lie this sucks for protoss, since they lose out a lot of harassment capabilities now. Nobody bash me though because I don't actually play protoss =P
This is incredible. Really like to see that creative breakthroughs are coming through like this. Leaves some hope for the nostalgic BW pro scene enthusiasts.
This seems like a glitch/abuse more than a "strategy" and it will likely get patched out before long. This opens up too many options for (as mentioned) abuse of early pushes that pull workers.
Neutral pylon is still a better option because it just takes away the option of the pylon wall and forces players to play fair.
WOAH KOREANS I AM AMAZED AT THE HOW THEY TURN OUT GAME CHANGING TACTICS. No seriously...this is amazing. I don't even care that it helps zerg. This technique could be used to help defend a behind the mineral line cannon rush (maybe, if you can stack the probes adjacent to the pylon) and below the ramp wall into cannon rush in pvp (both which already are TECHINALLY defendable). It won't do anything against a below the cliff "wall your cannon in" cannon rush because the minerals aren't there.
I'm not sure but isn't the neutral supply depot also here to prevent players from walling-off themselves too fast ? (i.e. one depot, one barrack for a terran, which is very fast to build and will nearly always prevent any kind of early scouting on a four-player map)
This is old and was posted in the strategy forums many times, stop saying things like "x invented y", thats just not true and it gives people credits they don't deserve.
Also: This has a pretty simple answer, at least if the zerg went hatch first: chronoboost 2 zealots quickly off one gate if you see that he is doing that kinda stuff. the minerals the zerg lost by killing the pylon will prevent him from making too much stuff, and the zealots will have an easy day with a maximum of 8 zerglings.
However, I still think that these neutral buildings are unnecessary. The best answer to this is just paying attention to the probe.