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[D] TvP Cheese rush overpowered? - Page 14

Forum Index > StarCraft 2 Strategy
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Bane_
Profile Joined October 2005
United Kingdom494 Posts
Last Edited: 2010-03-16 22:39:44
March 16 2010 12:46 GMT
#261
It kinda feels like an scv change is going to happen one way or another since you now have people doing 9/11 scv rushes (backed up by 2 more that build and rally over so 11 in total) on the smaller maps like steppes of war and they can win because of that extra 20 life each worker has compared to their P and Z counterparts.
Spail
Profile Joined March 2010
Russian Federation6 Posts
March 16 2010 16:05 GMT
#262
Well actually dac fucked up first games, attacking with 4-5 marines and stuff. Push with 8 marines (and more on the way from terran's base) is harder to beat. Would like to see more replays with a better pefrormed push (I think dac has adjusted already). Also you didn't play on Scrap Station in this pack, wide ramp is really a pain in the ass in this situation.
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 16 2010 16:07 GMT
#263
Crap station has a monster rush distance. Beating the rush there is elementary. I did it with a terrible build and no micro on a laptop last week.
Half man, half bear, half pig.
Spail
Profile Joined March 2010
Russian Federation6 Posts
March 16 2010 16:47 GMT
#264
On March 17 2010 01:07 Floophead_III wrote:
Crap station has a monster rush distance. Beating the rush there is elementary. I did it with a terrible build and no micro on a laptop last week.


What? No it doesnt. Rushing on this map takes as much time as on Blistering Sands for example.

Who did you play vs? Hope its not another bronze league guy.
cartoon]x
Profile Joined March 2010
United States606 Posts
March 16 2010 19:45 GMT
#265
It's important to scout the map for the proxy racks. Doing this on the map pool out now is actually very easy.
It is not enough to conquer; one must learn to seduce.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
Last Edited: 2010-03-16 21:15:06
March 16 2010 21:14 GMT
#266
On March 16 2010 21:46 Bane_ wrote:
It kinda feels like an scv change is going to happen one way or another since you now have people doing 9/11 scv rushes (backed up by 2 more that build and rally over so 11 in total) on the smaller maps like steppes of war and they can win because of that extra 10 life each worker has compared to their P and Z counterparts.

20 extra life
Bane_
Profile Joined October 2005
United Kingdom494 Posts
March 16 2010 22:39 GMT
#267
On March 17 2010 06:14 Cheerio wrote:
Show nested quote +
On March 16 2010 21:46 Bane_ wrote:
It kinda feels like an scv change is going to happen one way or another since you now have people doing 9/11 scv rushes (backed up by 2 more that build and rally over so 11 in total) on the smaller maps like steppes of war and they can win because of that extra 10 life each worker has compared to their P and Z counterparts.

20 extra life


Thanks for the correction.
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 16 2010 22:50 GMT
#268
It sounds like rush distances are too small on some maps then. This would help reduce the effectiveness of these allins and others as well. If you want macro starcraft, you gotta have macro maps.
Half man, half bear, half pig.
sikatrix
Profile Joined March 2010
Canada172 Posts
March 16 2010 23:26 GMT
#269
So I read the OP and a few of the last comments, and decided to try it and show my experience using this rush. Here is my first attempt which is very sloppy but still successful, vs a very angry toss; http://www.mediafire.com/?jjtrygytzzd
(I "perfect" it after that game, and games end ~6:50)
2nd http://www.mediafire.com/?nzttcnn2wmo
3rd http://www.mediafire.com/?ztzdouzznmk
4th http://www.mediafire.com/?jznmzgvfdan
Those are only a few of my recent last games, and were the "closest" to stopping it. All reps have somewhat sloppy play by me but i'm still able to pull it off, which imo is a problem. Also all reps are vs plat players, if that has any relevance.
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 16 2010 23:32 GMT
#270
It's a new cheese that I would say 90% of protoss players have not been introduced to. Of course they're going to lose. This strategy is going to be effective until people learn how to stop it. That's the way almost all new strategies work.
Half man, half bear, half pig.
CieZ
Profile Joined March 2010
United States50 Posts
March 17 2010 00:50 GMT
#271
The way I've played the rush, and seen the rush played, it is a complete all-in, which is why I said making an OC is useless. You pull ALL SCVs once you hit 8 marines. If you have been doing it properly you will roll out of your base with 30 total pop (22 SCV, 8 marines) and have enough minerals for 4-5 more marines to rally over.

After I finish my reading and discussion blog for one of my classes I'll test the rush against some one. I believe that as long as it is scouted it is definitely beat-able, but it would be interesting to try different counters/timings I think.
Mnijykmirl
Profile Joined February 2010
United States299 Posts
March 17 2010 01:43 GMT
#272
Inspired by the idea of Protoss vulnerability to these kinds of attacks, I've just been going for heavy marine aggression on a gamble anytime I scout Toss just straight teching or skimping on T1. And it pays off.

There's just too much one-gate tech, chronoboosting solely on probes, and generally lazy T1 on toss out there. First unit out is a stalker and they shoot straight for robotics with no scouting, minimal to no attempt at simcity, and the first reaction is "cheese- nerf" and/or insults.

Sikatrix of those games(I sure you can watch replays I'm just pointing it out to make a point)
-First toss was supply capped for 60 seconds to get his firs zealot out
-third toss waited 60 seconds to make his first zeal, then makes a stalker and forgets to use chrono
-fourth toss's first unit was a stalker, and had a robo out by the time your rush hit. That's 1 stalker defense straight to T2. You could have opened normally, scouted that, put a reactor on your rax and beat him that way if you wanted to.

All 3 have no practical attempt at scouting.
Only the second made a real chance at countering. He would have been better going for a sentry than a stalker, and then made -no- micro attempt at all on the battle.

This rush might be too strong with the slower gateway, but most toss are playing such sloppy T1s that I can't feel guilty.
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-03-17 01:53:26
March 17 2010 01:52 GMT
#273
pulling all SCVs will stop production from your racks...
It is not enough to conquer; one must learn to seduce.
ramen247
Profile Blog Joined June 2008
United States1256 Posts
March 17 2010 02:07 GMT
#274
On March 17 2010 10:52 cartoon]x wrote:
pulling all SCVs will stop production from your racks...



facepaaalm/////

i hate this ugly firebat. i want a marine.
CieZ
Profile Joined March 2010
United States50 Posts
March 17 2010 02:23 GMT
#275
You move out with 22 SCVs, 8 Marines and you have at least 200 minerals saved. This lets you queue at least 4 more marines from the barracks, which you rally to your opponent's base to join the fight...

It is just better to play it this way than getting an OC because either way it is a complete all-in strat... You're not going to recover from losing 95% of your economy, plus not harvesting any gas, and losing all your military. Therefore it is way better to spend those minerals on extra marines/SCVs and just throwing everything at the enemy anyways... There is just no reason to leave anything behind if the outcome of the attack decides the outcome of the game.
GoodNewsJim
Profile Joined February 2010
United States122 Posts
March 17 2010 03:38 GMT
#276
On March 17 2010 11:23 CieZ wrote:
It is just better to play it this way than getting an OC because either way it is a complete all-in strat... You're not going to recover from losing 95% of your economy,


I play SCV+Marine rush by only pulling off 6 SCV. It doesn't significantly impact my economy, so I can keep making SCV+marines, and eventually even get tech units. Its nice to have extra mineral coming in so you can create bunkers all through the Protoss base.

I did it a lot in SC1 too when ladder speed was fast(more micro oriented), and River Styx was in the ladder pool.

The cool thing is that the strategy worked even better on Zerg in SC1 pre broodwar. With Broodwar, Lurkers countered a terran SCV+marine rush that stalls into a bunker wall supported by tanks.

Maybe the ALL in SCV+marine rush is what everyone is talking about, but I push in with 6marines + 6 SCV, and I don't even notice my economy being slowed down much since I'm still constantly making SCV+marines.

I'm just saying you can do this rush without going all in and it be successful.
God is real. Jesus is LORD
knyttym
Profile Blog Joined December 2006
United States5797 Posts
March 17 2010 04:18 GMT
#277
why do Terrans keep going for the orbital command? I really dislike that decision and it seems to slow your rush quite a bit.

Finally got to trying the build out in single player on steppes of war. I got 6 marines and scvs on opponents ramp at 4;13 in game time. The purpose was to compare it to Floophead's replay timings as he was able to stop an allin with his 1gate core build.

If you look at what you have at that time it's one sentry barely finished and one just starting. Your opponents rush came 30game seconds late because of that dumb OC. Also Terran can shave even more time off that speed if he can pull scvs faster so that it reaches their ramp as the 6th marines pops.

Antimage
Profile Blog Joined March 2010
Canada1293 Posts
March 18 2010 01:28 GMT
#278
Hmm

Sorry to bump this thread a little, but I've started to find another way to play pvt.

By opening pylon/gate/gas/pylon with a probe in their base, if I don't see a gas come up on their end, i put a forge down b4 and put a cannon at my ramp.

Once they get rid of my probe, I send another probe below their ramp to check if they're going to come at me with a bunch of marines and a shitload of workers.

If the masses of marines/scv's come, I will cannon up another 2 (the games I tried this in today, it didn't come to this as the forge/cannon they scout usually discouraged them) and fend it off.

If they don't come, then it means they just got a late gas in lieu of an orbital command or something, and I promptly put a nexus down at my nat.

The point is, in this opening, you're forced to play very defensively, and you will probably end up a little economically behind than you would if you played a regular game. Come mid-game, you should have an ob at their base to see what's going on and react properly.

I don't think this will set behind the Protoss player in an even matchup, as you pretty much have an instant win by the time your colossus comes out. Maybe the matchup is meant to be played this way? Where Terran will be able to pull out 1 or 2 vikings for your colossus in time, as EMP is obviously not an effective counter to it.

Just a thought, but let me know what you think. I'll be willing to try this out with people too, just PM me.
Spail
Profile Joined March 2010
Russian Federation6 Posts
March 18 2010 12:08 GMT
#279
I don't see any way to defend vs this rush with sentry. By the time T comes u have only 1 sentry, what u gonna do with it?
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
March 18 2010 12:43 GMT
#280
On March 18 2010 10:28 Antimage wrote:
Hmm

Sorry to bump this thread a little, but I've started to find another way to play pvt.

By opening pylon/gate/gas/pylon with a probe in their base, if I don't see a gas come up on their end, i put a forge down b4 and put a cannon at my ramp.

Once they get rid of my probe, I send another probe below their ramp to check if they're going to come at me with a bunch of marines and a shitload of workers.

If the masses of marines/scv's come, I will cannon up another 2 (the games I tried this in today, it didn't come to this as the forge/cannon they scout usually discouraged them) and fend it off.

If they don't come, then it means they just got a late gas in lieu of an orbital command or something, and I promptly put a nexus down at my nat.

The point is, in this opening, you're forced to play very defensively, and you will probably end up a little economically behind than you would if you played a regular game. Come mid-game, you should have an ob at their base to see what's going on and react properly.

I don't think this will set behind the Protoss player in an even matchup, as you pretty much have an instant win by the time your colossus comes out. Maybe the matchup is meant to be played this way? Where Terran will be able to pull out 1 or 2 vikings for your colossus in time, as EMP is obviously not an effective counter to it.

Just a thought, but let me know what you think. I'll be willing to try this out with people too, just PM me.


You don't need to wait for his gas as confirmation. Just see if he made 10 rax 11 supply 11 rax...
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