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On March 15 2010 13:31 positronix wrote: how fast can protoss get a sentry? 1 force shield should counter this perfectly.
not fast enough on smaller maps. sentry needs build reduction by about 1/4 (1/8th?) anyways, imo.
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United States4991 Posts
The protoss in that game was quite bad 
Anyone interested in working on this with me? Lorelei.teamliquid on SC2 (US), or PM me here.
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Zealots should never have had their shields nerfed, and Stalkers have always been weak useless pieces of shit vs just about anything.
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On March 15 2010 14:00 a176 wrote:Show nested quote +On March 15 2010 13:31 positronix wrote: how fast can protoss get a sentry? 1 force shield should counter this perfectly. not fast enough on smaller maps. sentry needs build reduction by about 1/4 (1/8th?) anyways, imo.
Watch my replay. I do it in time.
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Make stalkers do extra damage vs light and change workers to low priority targets again. Sure this will make the scvs slightly stronger in the attack but it will make probes actually USEFUL in battles. Basically you could make the stalker tank marine fire while probes are going to work on them and the stalker(s) helping to kill the marines. Once marines are gone you can take care of scvs.
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My friend gave me the korean replay pack with this strat. I tried, and it seems almost unstoppable for Gold league. I think that correct execution is to attack with 10 marines and about 16 SCVs while rallying more marines. I will play this on all maps against all races to see how far into Platinum i can get. Yesterday I went about 10-2 with this only losing to Zergs on Scrap Station and Desert Oasis, both times they noticed the allin and built Spine Crawlers. I loved one of the replays from that korean pack where Protoss had 6 zealots with two more warping and pulled probes, but still lost. As for Desert Oasis, I will try to do the double-cheese: fly to yellow minerals and start from there, then go all-in. This should be even better because you save the traveling time from the starting position to the middle of the map.
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fly time cost you time and any decent player with an once worth of skill will notice and empty base and went looking for you.
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On March 16 2010 02:23 Yamoth wrote: fly time cost you time and any decent player with an once worth of skill will notice and empty base and went looking for you.
uh... what?
I faced this build before, it's pretty dam powerful. Since in sc2 scvs are a lot easier to keep alive (they move inside big buildings they are creating) They should seriously nerf their health down to 50 hp or something and have marine health down to 40 with 15 for the upgrade. Terran early game pushes in pvt are very powerful atm.
I agree with louder in the zealot hp nerf should have never happened and stalkers are useless pieces of crap.
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United States4991 Posts
On March 15 2010 22:56 goszar wrote: My friend gave me the korean replay pack with this strat. I tried, and it seems almost unstoppable for Gold league. I think that correct execution is to attack with 10 marines and about 16 SCVs while rallying more marines. I will play this on all maps against all races to see how far into Platinum i can get. Yesterday I went about 10-2 with this only losing to Zergs on Scrap Station and Desert Oasis, both times they noticed the allin and built Spine Crawlers. I loved one of the replays from that korean pack where Protoss had 6 zealots with two more warping and pulled probes, but still lost. As for Desert Oasis, I will try to do the double-cheese: fly to yellow minerals and start from there, then go all-in. This should be even better because you save the traveling time from the starting position to the middle of the map.
Desert Oasis is a piece of crap. I played NadagastAxslav yesterday and he did that AND bunkered below my minerals lol, which prevented me from mining from some of them until I cleaned it up. It was actually a pretty cool game because I ended up winning, but I remember saying to myself outloud "this map is bullshit".
He didn't send all his SCVs though, and I think the cheese is weaker if you do the lift off. Better to transition into a slightly later but bigger push off it if you 'waste' time lifting like that, as the extra mineral rate won't help much without you spending some time there first.
e: I think it was Axslav, not Nadagast, sorry
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On March 16 2010 02:23 Yamoth wrote: fly time cost you time and any decent player with an once worth of skill will notice and empty base and went looking for you.
by then he has a nearly finished or long finished rax (depending on which gold expo toss scouts first)...
when he gets scouted he just has to immidiately attack with his 1-4 rines + all scvs but 2 or 3. i think it might even work..
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On March 15 2010 04:32 Mystlord wrote: :/ Was this rush impossible to pull off in SC1 or something? Because cheese is cheese. I'm pretty sure that a Goon or two + Probes in SC1 can't hold off 6-8 Rines + SCVs.
I'm just putting this out there because people apparently love comparing SC2 to SC1, so why not find the equivalent in SC1, and show that it's also pretty hard to stop it in SC1 too (even harder considering goons don't outrange marines), so that'll hopefully stop this silly discussion over a build that, although it exists, will certainly never become the standard.
it's not just that Terran can kill a fast core toss but the op is saying that Koreans are asserting all builds except forge first die. This must include 2gate zeal as that should be the first thin they turn to vs allin. So the equivalent in sc1 is 2rax allin rapes even 10/12 gate zeal.
Sry for any typos stupid phone keyboard blows
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On March 15 2010 14:32 Louder wrote: Zealots should never have had their shields nerfed, and Stalkers have always been weak useless pieces of shit vs just about anything.
words of truth
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Maybe you could stop terran from scouting by placing probes at ramp and just accept the mineral loss?
This way they won't know if you went forge first or not, so the expo is no longer safe, and the all-in might die to forge-first.
That said, they could probably just play standard and screw you over due to your economic disadvantage of pulling probes to stop scout.
They might also counter your build order choice by chance.
Maybe this will bel ike
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On March 16 2010 05:10 Mauzel wrote: Maybe you could stop terran from scouting by placing probes at ramp and just accept the mineral loss?
This way they won't know if you went forge first or not, so the expo is no longer safe, and the all-in might die to forge-first.
That said, they could probably just play standard and screw you over due to your economic disadvantage of pulling probes to stop scout.
They might also counter your build order choice by chance.
Maybe this will bel ike
All he has to do is right click on the minerals and the SCV will go right past the Probes.
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On March 16 2010 05:12 Gedrah wrote:Show nested quote +On March 16 2010 05:10 Mauzel wrote: Maybe you could stop terran from scouting by placing probes at ramp and just accept the mineral loss?
This way they won't know if you went forge first or not, so the expo is no longer safe, and the all-in might die to forge-first.
That said, they could probably just play standard and screw you over due to your economic disadvantage of pulling probes to stop scout.
They might also counter your build order choice by chance.
Maybe this will bel ike All he has to do is right click on the minerals and the SCV will go right past the Probes.
Workers actually slide through other workers if you tell them to mine, I'm surprised not more know about this.
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Is Bisu build (fast exp with cannons) a possibility against this strat?
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On March 16 2010 05:33 Zoler wrote:Show nested quote +On March 16 2010 05:12 Gedrah wrote:On March 16 2010 05:10 Mauzel wrote: Maybe you could stop terran from scouting by placing probes at ramp and just accept the mineral loss?
This way they won't know if you went forge first or not, so the expo is no longer safe, and the all-in might die to forge-first.
That said, they could probably just play standard and screw you over due to your economic disadvantage of pulling probes to stop scout.
They might also counter your build order choice by chance.
Maybe this will bel ike All he has to do is right click on the minerals and the SCV will go right past the Probes. Workers actually slide through other workers if you tell them to mine, I'm surprised not more know about this.
Not if you dont have vision of the minerals.
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On March 16 2010 06:37 trickser wrote:Show nested quote +On March 16 2010 05:33 Zoler wrote:On March 16 2010 05:12 Gedrah wrote:On March 16 2010 05:10 Mauzel wrote: Maybe you could stop terran from scouting by placing probes at ramp and just accept the mineral loss?
This way they won't know if you went forge first or not, so the expo is no longer safe, and the all-in might die to forge-first.
That said, they could probably just play standard and screw you over due to your economic disadvantage of pulling probes to stop scout.
They might also counter your build order choice by chance.
Maybe this will bel ike All he has to do is right click on the minerals and the SCV will go right past the Probes. Workers actually slide through other workers if you tell them to mine, I'm surprised not more know about this. Not if you dont have vision of the minerals.
Nope, it does it even if you mine minerals in fog in SC2.
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this strategy is very OP and anyone who says otherwise is stupid.
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