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[D] TvP Cheese rush overpowered? - Page 15

Forum Index > StarCraft 2 Strategy
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Antimage
Profile Blog Joined March 2010
Canada1293 Posts
March 18 2010 13:11 GMT
#281
nvm I think you just get too behind if you throw up a cannon after a forge... terran tech will come much faster. Going to try variations and hopefully post a replay or two ^^
DadE
Profile Joined February 2009
Canada44 Posts
Last Edited: 2010-03-18 13:40:24
March 18 2010 13:40 GMT
#282
I think that were just gonna have to face the fact that SC2 will be imba in some aspects when they release the game. IMO its prolly gonna take until blizz releases a SC2 expansion to even the game out. Just like Broodwar
Hmm... I should 2 hatch. muta this jerk
duckhunt
Profile Joined June 2009
Canada311 Posts
March 18 2010 13:56 GMT
#283
there hasnt been a patch in a while now, blizzard will DEFINITLY address this rush and also terran mech in the next patch, I am really excited to see how they are going to try to balance this out ^_^_^_^_^_^_^_^_^_^_^_^_^_^_^
GoDannY
Profile Joined August 2006
Germany442 Posts
March 18 2010 14:24 GMT
#284
I'm also curious what they'll do about the other races, see stalker discussion and protoss anti-air, zerg roach and infestor issues etc. etc.

I hope Blizzard will take their time to make a more or less fair balance instead of rushing for the release during summer just to get this piece in store...

They took so much time for development, keep a clear mind and finish it properly, otherwise it might be a mess!
Team LifeStyle - it's more than a game
professorjoak
Profile Joined July 2008
318 Posts
March 18 2010 18:05 GMT
#285
On March 17 2010 12:38 GoodNewsJim wrote:

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.


River Styx was an awesome map. Dual bridges and backdoor expansions. Truly ahead of its time. Yay nostalgia!

PS. Are you Crazy~Jim~Lizard? That's old school if you are.
"The different branches of Arithmetic -- Ambition, Distraction, Uglification, and Derision." --Lewis Carroll
2longbe4
Profile Joined April 2009
Poland24 Posts
March 18 2010 22:28 GMT
#286
I really hate this rush. I lost like 6 TvP's today and all of them was the marine scv rush. I even tried to stop it few times after scouting the reactor. Sentries doesnt work, mass zealots doesnt work, I just cant think of any strategy that would beat it. Any help?
Floophead_III
Profile Joined September 2009
United States1832 Posts
March 18 2010 22:50 GMT
#287
There's no reactor in this build. A reactor build is much different and is countered differently.
Half man, half bear, half pig.
checo
Profile Joined November 2008
Mexico1364 Posts
Last Edited: 2010-03-18 23:14:36
March 18 2010 23:11 GMT
#288
On March 18 2010 21:08 Spail wrote:
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?


Block ramp and pump zealots like your life its on it XD, also ppl say the second one its almost done so you can block again and get more defense before he can come in, then hes not getting any stronger and you are ^^
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
LF9
Profile Joined November 2009
United States537 Posts
March 19 2010 10:22 GMT
#289
This cheese is actually ridiculously strong. Playing in Platinum on the Asian servers and having lots of games vs top T Koreans, I can tell you that this build is extremely common and dominating now.
Spail
Profile Joined March 2010
Russian Federation6 Posts
March 19 2010 13:02 GMT
#290
On March 19 2010 08:11 checo wrote:
Show nested quote +
On March 18 2010 21:08 Spail wrote:
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?


Block ramp and pump zealots like your life its on it XD, also ppl say the second one its almost done so you can block again and get more defense before he can come in, then hes not getting any stronger and you are ^^


No its not almost done. Even if u block it 2nd time, what u gonna do with 2 sentry and 1 zealot, apart from writing 'gg'?
LF9
Profile Joined November 2009
United States537 Posts
March 19 2010 13:50 GMT
#291
On March 19 2010 22:02 Spail wrote:
Show nested quote +
On March 19 2010 08:11 checo wrote:
On March 18 2010 21:08 Spail wrote:
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?


Block ramp and pump zealots like your life its on it XD, also ppl say the second one its almost done so you can block again and get more defense before he can come in, then hes not getting any stronger and you are ^^


No its not almost done. Even if u block it 2nd time, what u gonna do with 2 sentry and 1 zealot, apart from writing 'gg'?

Exactly. But to clarify, no, the second one isn't close.
after.fallout
Profile Joined March 2010
United States16 Posts
March 19 2010 14:50 GMT
#292
now I am no plat, but from what I have seen in replays I think the build can be improved for T (talking about the 6 rine/22scv rush):

1. I think the second rax can be proxied. For example in blistering sands you could put it in the gold or in the 6 or 12 pos (whichever is the one next to the enemy backdoor). If you do this I think you can come in with 7 rines instead of 6.
2. Building an OC slows you down. If you screwed it up a little and you have 22 scvs before the 6 rines come out then you can get OC, but doing it beforehand slows down scv production too much
3. leave 4-6 scvs at base to keep mining and use the rest to defend the rines, never attack with them unless you can surround all enemy units (if his probes are in play, don't even try; if his probes don't come out then it really doesn't matter because you won)
4. On blistering sands at least, you can be attacking his backdoor while building up the rush. This way if he does happen to have 2 sentries you can just turn around and go finish the backdoor and come in with 8-10 rines instead of the 6-7 at the front.
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
March 19 2010 15:03 GMT
#293
On March 19 2010 23:50 after.fallout wrote:
now I am no plat, but from what I have seen in replays I think the build can be improved for T (talking about the 6 rine/22scv rush):

1. I think the second rax can be proxied. For example in blistering sands you could put it in the gold or in the 6 or 12 pos (whichever is the one next to the enemy backdoor). If you do this I think you can come in with 7 rines instead of 6.
2. Building an OC slows you down. If you screwed it up a little and you have 22 scvs before the 6 rines come out then you can get OC, but doing it beforehand slows down scv production too much
3. leave 4-6 scvs at base to keep mining and use the rest to defend the rines, never attack with them unless you can surround all enemy units (if his probes are in play, don't even try; if his probes don't come out then it really doesn't matter because you won)
4. On blistering sands at least, you can be attacking his backdoor while building up the rush. This way if he does happen to have 2 sentries you can just turn around and go finish the backdoor and come in with 8-10 rines instead of the 6-7 at the front.


1. people are proxying raxes already ^^
2. OC ensures that even if your rush fails to kill toss for some reason, your mule will ensure that you remain ahead or on par.
3. you have to attack with them - thats how defending your units work =|
4. making 2 sentries means he wont be able to bring his high tech up because of lack of gas ^^ so either way, it's gg.
after.fallout
Profile Joined March 2010
United States16 Posts
March 19 2010 15:40 GMT
#294
1. Good to hear, I hadn't seen it done yet.
2. An OC at 22 is fine, just before that an OC takes just about the same time as 2 scvs. 2 less scvs means a smaller scv force (esp if you keep back with 4 of them). Could you use mules as extra meat?
3. I mean don't focus fire with them. They should never surround 1-2 zeals and leave the other 4 to walk around. They need to always be between the marines and the zealots.

Spail
Profile Joined March 2010
Russian Federation6 Posts
March 19 2010 19:38 GMT
#295
Can you tell me where do you get korean replays? Would like to see some games with forge 1st.
ShineShineBear
Profile Joined November 2009
United States62 Posts
March 20 2010 19:56 GMT
#296
I have been playing around with this concept a lot on the Terran and Protoss side and I think SCV hp should be reduced to 50hp because of this build. Nerfing the marines and barracks timing would change other MUs too drastically. Also buffing the zealot would throw off ZvP (but maybe making Stalkers specialize vs light would work),but bringing SCV hp to 50 seems to be a much better option. Seriously though SCVs don't need an extra 20hp just because they cannot regenerate life, and killing them while they build structures is not reliable unless the SCV exposes himself. However I still feel the marine SCV attack would still be strong even with the SCV HP reduction.
DeCoup
Profile Joined September 2006
Australia1933 Posts
March 20 2010 21:35 GMT
#297
On March 21 2010 04:56 ShineShineBear wrote:
I have been playing around with this concept a lot on the Terran and Protoss side and I think SCV hp should be reduced to 50hp because of this build. Nerfing the marines and barracks timing would change other MUs too drastically. Also buffing the zealot would throw off ZvP (but maybe making Stalkers specialize vs light would work),but bringing SCV hp to 50 seems to be a much better option. Seriously though SCVs don't need an extra 20hp just because they cannot regenerate life, and killing them while they build structures is not reliable unless the SCV exposes himself. However I still feel the marine SCV attack would still be strong even with the SCV HP reduction.

If attacking building SCVs becomes too powerful from a HP reduction they could give the SCV some kind of a +1 armor buff while building. 'Scaffolding Security; armor increased by 1 while constructing a building' lol.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
CrownRoyal
Profile Blog Joined November 2005
Vatican City State1872 Posts
March 20 2010 21:40 GMT
#298
scvs fucking go inside of buildings now anyway, make them 40hp
You're pretty when I'm drunk.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
March 20 2010 21:44 GMT
#299
On March 21 2010 06:40 CrownRoyal wrote:
scvs fucking go inside of buildings now anyway, make them 40hp


That's like the last part of building, scvs could also do that in SCBW, at least with command centers, dunno about other buildings
Lim Yo Hwan forever!
P00RKID
Profile Joined December 2009
United States424 Posts
March 20 2010 21:57 GMT
#300
Protoss loses to this if they do a greedy or bad BO, if they don't scout very well, and if they don't pull probes correctly. And there are a few things some people forget because they get caught off guard. Don't forget to drone drill. Click on minerals across the map so you probes move through SCVs to get to the marines, as it is sometimes what you need to do to help surround while you micro your zealots. If you get a sentry, hide it a bit behind ramp, and only block off ramp after half of the rush comes up and have entered. The T will be massively screwed if you also pull probes right then. 2nd sentry will come around shortly after and you can block again if need be.
"Does your butt hurt? 'cause you fell from heaven once the cast was over?" Artosis
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