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[D] Neutral supply depot no longer necessity - Page 7

Forum Index > SC2 Maps & Custom Games
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Invocation
Profile Joined January 2011
Germany16 Posts
Last Edited: 2011-09-01 11:18:54
September 01 2011 11:18 GMT
#121
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.



I wish you were right, but it is still used... So I am very happy to be able to break the pylon contain much easier this way
bokchoi
Profile Blog Joined March 2010
Korea (South)9498 Posts
September 01 2011 11:20 GMT
#122
I wouldn't say its no longer a necessity. Its a cool trick and all, but its still super gay/annoying as f*ck for players to deal with wall-ins. Also, the mining-time loss alone could make blocks still worthwhile.
Nayl
Profile Joined March 2010
Canada413 Posts
September 01 2011 13:03 GMT
#123
On September 01 2011 20:20 bokchoi wrote:
I wouldn't say its no longer a necessity. Its a cool trick and all, but its still super gay/annoying as f*ck for players to deal with wall-ins. Also, the mining-time loss alone could make blocks still worthwhile.


The point is, according to Milkyway, If Zerg pulls this trick, you should thank the protoss because its a free win for zerg.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-09-01 13:38:59
September 01 2011 13:35 GMT
#124
--- Nuked ---
XRaDiiX
Profile Blog Joined November 2010
Canada1730 Posts
Last Edited: 2011-09-01 13:47:02
September 01 2011 13:45 GMT
#125
On August 31 2011 23:59 Barrin wrote:
I want to keep this thread here as I feel it is most important that the mapmakers themselves are aware of this (edit: hmm, maybe not just mapmakers but definitely mapmakers!). Go ahead and make another thread in general about it, I guess.

Personally, I won't be doing the neutral supply depot thing anymore.


I'm sorry but i have no idea how the protoss and and Terran are rejoicing about a possible removal or the thought of removing the Supply depot at the ramp.

This still is really annoying to deal with and doesn't work in all situations...

Lets not make this issue (that blizzard will possibly likely fix) an excuse to remove the neutral supply depot at ramps altogether..

I know Terran and protoss salivate at the thought of Cheesing people with bunker pylon rushes at the ramp..

I personally am angry that people are trying to make this out to be an excuse to remove the neutral supply depot..

I can see some Terran And Protoss trying to use this as an excuse to abuse the Ramps again..

This shouldn't really be a discussion about removing the neutral supply depot from all new custom maps and/or current ones.

Until we figure out what blizzards going to do about this purported trick/cheat in the game..

But it doesn't work all the time when you're in certain positions on the Map.

So in reality the Depots should be staying in all Custom-Maps until we figure what Blizzards going to do about this.

Don't Jump the Gun there.

Non-Sequitur

Never GG MKP | IdrA
Bosu
Profile Blog Joined June 2008
United States3247 Posts
September 01 2011 14:02 GMT
#126
On September 01 2011 08:18 neptunesak wrote:
It's not viable. Any good toss will scout you before you lay down a 15 hatch and deny it for quite awhile in which case your minerals keep going up. So you end up putting down a pool before hatch anyhow.

Even if you get a 15 hatch down, they can always cannon you behind your natural mineral line.

Also, since you will be only attacking 1 pylon, they can cut probes and block that pylon with another pylon and cannon and cannon #1 will already be up. So, you just pulled like 10 drones for nothing for a long time.

Neat trick but pointless.



Absolutely not true. Zergs can get a 15hatch down very easily on many maps without it being blocked. It's just really risky because of cannons.
#1 Kwanro Fan
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
September 01 2011 14:27 GMT
#127
On September 01 2011 22:03 Nayl wrote:
Show nested quote +
On September 01 2011 20:20 bokchoi wrote:
I wouldn't say its no longer a necessity. Its a cool trick and all, but its still super gay/annoying as f*ck for players to deal with wall-ins. Also, the mining-time loss alone could make blocks still worthwhile.


The point is, according to Milkyway, If Zerg pulls this trick, you should thank the protoss because its a free win for zerg.


Playing with it for a while last night, I couldn't take advantage of this in a useful way unfortunately.

Pulling 15 drones, I can't kill the pylon faster than 20 seconds, which means that when my spawning pool finishes, I can't make zerglings and a well-built continuation wall still turns this into a game-ending advantage for protoss.

I think it's actually better to just continue on with older methods and continue mining.

It's a neat trick, but far too costly to be useful in your average game.

Neutral depots should stay...
As it turns out, marines don't actually cost any money -Jinro
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 01 2011 14:59 GMT
#128
mmmm not sure if it was brought to attention, but i thought the neutral depot was put down to prevent the depot raks wallin that denys the worker scout with a super high chance on 4 player maps even if its an early scout.
I mean i wouldn't mind, i love the lower wallin, since its great for fast expanding. (to bad pros in korea used that to deny scouting the fe or a 2 racks, and then this mean depot was there =( in the gsl)

But its quiet funny to kill that depot and replace it and when they think there is an opening wtf how could that lift xD.

The pylon wallin is pretty bad anyway. Unless they can reach your main mineral line with canons that way hehe. Atleast i don't lose alot mining time that way >.> just need to build a few more drones.
NemesysTV
Profile Blog Joined October 2010
United States1088 Posts
September 01 2011 15:33 GMT
#129
Playlist in order of efficiency 1 being the lowest to 3 being the highest on how to break this
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2011-09-01 15:56:20
September 01 2011 15:56 GMT
#130
why do you keep clicking minerals out of vision? just makes it harder..they dont stay stacked and spread out so most of his workers arent even attacking
ModeratorBlame yourself or God
Mairou
Profile Joined June 2011
Finland144 Posts
September 01 2011 18:37 GMT
#131
This works, i was able to break 3 pylon block with 15 workers in less than 20 in game seconds

eSports! www.youtube.com/MairouTV
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
September 01 2011 18:45 GMT
#132
On September 02 2011 03:37 Mairou wrote:
This works, i was able to break 3 pylon block with 15 workers in less than 20 in game seconds

http://www.youtube.com/watch?v=vWpzukaVzcQ


Its still too slow unfortunately.

Cool trick, but not applicable to real games.
As it turns out, marines don't actually cost any money -Jinro
Mairou
Profile Joined June 2011
Finland144 Posts
September 01 2011 19:13 GMT
#133
On September 02 2011 03:45 Jermstuddog wrote:
Show nested quote +
On September 02 2011 03:37 Mairou wrote:
This works, i was able to break 3 pylon block with 15 workers in less than 20 in game seconds

http://www.youtube.com/watch?v=vWpzukaVzcQ


Its still too slow unfortunately.

Cool trick, but not applicable to real games.


Are you serious ? You can easily stop 3 pylon cannon contain with this...
eSports! www.youtube.com/MairouTV
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
September 01 2011 19:33 GMT
#134
How does this trick ever solve the problem of ramps being walled off too easily??

The cannon rush in PvZ was not the only problem with ramps being walled off so easily. Terran can also wall their ramp with 1 rax and 1 depot making it virtually impossible to scout them, which can lead to massive marine all-ins etc. Temporary bunker blocks are also too easy if the ramp is not easy to block.

ALso the socalled 'fix' to the problem is a glitch. This makes it 1. very unfriendly for non-pro's and 2. possible it will get patched out. This stacked worker attacking could also be used for more abusive aggresive options which might turn out to be a problem down the line. For example you can break a wall-in against a 6-pool faster with this trick if you bring drones along etc.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2011-09-01 20:54:02
September 01 2011 20:52 GMT
#135
On September 02 2011 04:13 Mairou wrote:
Show nested quote +
On September 02 2011 03:45 Jermstuddog wrote:
On September 02 2011 03:37 Mairou wrote:
This works, i was able to break 3 pylon block with 15 workers in less than 20 in game seconds

http://www.youtube.com/watch?v=vWpzukaVzcQ


Its still too slow unfortunately.

Cool trick, but not applicable to real games.


Are you serious ? You can easily stop 3 pylon cannon contain with this...


No... you can't...

You can turn a 3 pylon wall into a 5 pylon wall and still not kill the cannon before it finishes and leave yourself with no money left over to make zerglings.

The only requirement from Protoss is an attentive probe.
As it turns out, marines don't actually cost any money -Jinro
Eko200
Profile Joined December 2010
United States101 Posts
September 01 2011 21:07 GMT
#136
But if they remove the neutral depot there would be no reason to call it mlg metalopolis.
highsis
Profile Joined August 2011
259 Posts
September 01 2011 21:32 GMT
#137
Milkyway posted a screenshot. He says it take roughly 20 seconds in game time. You can also break the middle pylon, which will force protoss to build 3 extra plyons to re-wall.

http://www.playxp.com/sc2/tip/view.php?article_id=3352882

There are Many clips of Koreans executing it neatly but most of them are on Korean websites and take forever to load.

It was a fresh release in Korea as I translated this within an hour of the release, so they too are actively trying to improve upon the tip.
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
September 01 2011 21:59 GMT
#138
http://www.justin.tv/steven_bonnell_ii/b/294002836

Heres the man himself destiny rolling over a block on shakuras. he does it at 29 min exactly, so watch from 28:30 or something. Go destiny!
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
Mairou
Profile Joined June 2011
Finland144 Posts
September 01 2011 22:28 GMT
#139
On September 02 2011 05:52 Jermstuddog wrote:
Show nested quote +
On September 02 2011 04:13 Mairou wrote:
On September 02 2011 03:45 Jermstuddog wrote:
On September 02 2011 03:37 Mairou wrote:
This works, i was able to break 3 pylon block with 15 workers in less than 20 in game seconds

http://www.youtube.com/watch?v=vWpzukaVzcQ


Its still too slow unfortunately.

Cool trick, but not applicable to real games.


Are you serious ? You can easily stop 3 pylon cannon contain with this...


No... you can't...

You can turn a 3 pylon wall into a 5 pylon wall and still not kill the cannon before it finishes and leave yourself with no money left over to make zerglings.

The only requirement from Protoss is an attentive probe.


Its not easy to rewall 3pylon block. After your first pylon dies you need 3 pylons to wall if off again, but at that time your hatchery is probably already finished so protoss cant even build anything.
eSports! www.youtube.com/MairouTV
ninjafetus
Profile Joined December 2008
United States231 Posts
September 01 2011 23:01 GMT
#140
On September 02 2011 06:59 firehand101 wrote:
http://www.justin.tv/steven_bonnell_ii/b/294002836

Heres the man himself destiny rolling over a block on shakuras. he does it at 29 min exactly, so watch from 28:30 or something. Go destiny!


The most mechanically well executed example I've seen so far. He also uses the close mineral patch and it works just fine.
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