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[D] Neutral supply depot no longer necessity - Page 6

Forum Index > SC2 Maps & Custom Games
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Philo
Profile Joined September 2010
United States337 Posts
September 01 2011 00:04 GMT
#101
No Bueno

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.
Other people do 24 hour streams. I just let GoOdy play a Bo11 TvT. - Special Endrey
Crovea
Profile Joined July 2010
Denmark100 Posts
September 01 2011 00:04 GMT
#102
I just tested it, it works alot easier and better than the video shows! AWESOME!!!

Btw, vs hatch first, the better response is to put cannosn behind the mineral line, not block the ramp.
ROOT4ROOT
azzu
Profile Joined August 2010
Germany141 Posts
Last Edited: 2011-09-01 00:43:24
September 01 2011 00:42 GMT
#103
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 :/
Butteryllama
Profile Blog Joined June 2009
United States22 Posts
September 01 2011 00:47 GMT
#104
There hasn't been a satisfactory video demonstrating this yet, so I thought I'd upload a live demo I just did for some of my clan-mates on vent.



Forgive my ridiculous excitement during the video. Both the original poster and Milkyway are gods :D :D
ECA.BruTATroN
Profile Blog Joined August 2010
United States282 Posts
September 01 2011 00:52 GMT
#105
awesome ^
http://www.twitch.tv/brutatron
Taryssa
Profile Joined October 2010
United States1628 Posts
September 01 2011 01:01 GMT
#106
Cool, this reminds me of stacking SCVs on a geyser to go around and oneshot units in Brood War.
Glexarn
Profile Joined December 2010
United States40 Posts
Last Edited: 2011-09-01 02:03:46
September 01 2011 02:03 GMT
#107
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.

2 bunker wall:
http://i.imgur.com/MRImA.jpg
explanation of 2 bunker wall despite the apparent massive open space:
http://i.imgur.com/5VWnj.jpg

A neutral supply depot simply prevents this.
On September 01 2011 08:00 emc wrote:
Show nested quote +
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).
"I am greatful for the sharpest criticism, as long as it is factual." -Otto von Bismarck
ginto
Profile Joined June 2011
United States13 Posts
September 01 2011 02:13 GMT
#108
This is terrific. A great tool for defending against rushes.
dbddbddb
Profile Joined April 2010
Singapore969 Posts
September 01 2011 02:45 GMT
#109
no protoss ever places 3 pylons at the bottom of the ramp ever since the double pylon was removed.

could someone test if this would work against regular cannon rushes? as in the toss would be placing pylons behind the natural's minerals instead.

against TvZ it would make sense since bunkers are 3x3
Shebuha
Profile Blog Joined May 2011
Canada1335 Posts
September 01 2011 02:53 GMT
#110
Dude, this is awesome... wow.
Xaerkar
Profile Joined January 2011
United States230 Posts
Last Edited: 2011-09-01 02:56:06
September 01 2011 02:55 GMT
#111
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
Stropheum
Profile Joined January 2010
United States1124 Posts
September 01 2011 03:14 GMT
#112
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.
McGuire72
Profile Joined February 2011
Canada140 Posts
September 01 2011 03:20 GMT
#113
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.

Still, it is nice to know for now.
CELTICS | PATRIOTS | RED SOX
Chronopolis
Profile Joined April 2009
Canada1484 Posts
September 01 2011 03:42 GMT
#114
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.
HEROwithNOlegacy
Profile Joined June 2010
United States850 Posts
September 01 2011 03:50 GMT
#115
Gosu = dead and terrible even more so then there cheeses now.
SlayerS Fighting!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 01 2011 04:02 GMT
#116
--- Nuked ---
blade55555
Profile Blog Joined March 2009
United States17423 Posts
September 01 2011 06:55 GMT
#117
On September 01 2011 13:02 Barrin wrote:
Show nested quote +
On September 01 2011 12:50 HEROwithNOlegacy wrote:
Gosu = dead and terrible even more so then there cheeses now.

I'm sorry, can you please elaborate? I don't really understand D: sry


believe he's talking about gatored . this will kill WBC so much lol.
When I think of something else, something will go here
SolidMustard
Profile Joined May 2011
France1515 Posts
September 01 2011 09:33 GMT
#118
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)
iNfeRnaL *
Profile Blog Joined August 2005
Germany1908 Posts
September 01 2011 09:45 GMT
#119
On September 01 2011 15:55 blade55555 wrote:
Show nested quote +
On September 01 2011 13:02 Barrin wrote:
On September 01 2011 12:50 HEROwithNOlegacy wrote:
Gosu = dead and terrible even more so then there cheeses now.

I'm sorry, can you please elaborate? I don't really understand D: sry


believe he's talking about gatored . this will kill WBC so much lol.

Gatored? WBC? 8[
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2011-09-01 10:14:59
September 01 2011 10:01 GMT
#120
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.

Just use the search function
http://www.teamliquid.net/forum/search.php?q=pylon block
First thread, first mention...It is mentioned so many other times ...

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.
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