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[D] TvP Cheese rush overpowered? - Page 16

Forum Index > StarCraft 2 Strategy
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Landsoul
Profile Joined February 2010
United States23 Posts
March 22 2010 20:38 GMT
#301
^ This.

You can easily push them back if you 2 gate as soon as you see this coming, pull probes, and have individual zealots chase individual marines, and 2-3 probes chase individual marines. Ignore SCV's, they won't do much damage at all. If the marines stop to fire they get raped and the SCV's just run around chasing your probes and zealots not doing much at all.

It turns into a chase game until one of the players gets overpowered by better micro.

The easiest counter to this is the faster realization that he is doing this rush by really good scouting.
Paladia
Profile Joined August 2003
802 Posts
Last Edited: 2010-03-23 14:05:49
March 23 2010 13:33 GMT
#302
Even if it can be countered, it requires much more skill and game knowledge to counter than to do it, hence it creates an unbalance of the game.

The game isn't only suppose to be balance for the 2% top players, else no one will play it. Right now this has about an estimated 95% success rate in anything but platinum league (and even there the success rate is way too high). Most likely this build will be heavily nerfed in the next patch, either by reducing SCV hp/damage and/or reduce Gateway time.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
March 23 2010 13:37 GMT
#303
On March 23 2010 05:38 Landsoul wrote:
^ This.

You can easily push them back if you 2 gate as soon as you see this coming, pull probes, and have individual zealots chase individual marines, and 2-3 probes chase individual marines. Ignore SCV's, they won't do much damage at all. If the marines stop to fire they get raped and the SCV's just run around chasing your probes and zealots not doing much at all.

It turns into a chase game until one of the players gets overpowered by better micro.

The easiest counter to this is the faster realization that he is doing this rush by really good scouting.


Personally, I would put my 2nd gate up while my robo builds and have a forge up after I put my core down, just in case, which will delay my robo for a few seconds.

I will have problems with earlier timing, but with proper zealot micro (and constant production + 1 sentry), even on non-ramp maps, I usually make it through.

Of course, the alternative is just to 2 gate or to proxy rush rofl. ^^
Mente
Profile Joined December 2009
United States288 Posts
March 23 2010 16:03 GMT
#304
On March 23 2010 22:37 Antimage wrote:
Show nested quote +
On March 23 2010 05:38 Landsoul wrote:
^ This.

You can easily push them back if you 2 gate as soon as you see this coming, pull probes, and have individual zealots chase individual marines, and 2-3 probes chase individual marines. Ignore SCV's, they won't do much damage at all. If the marines stop to fire they get raped and the SCV's just run around chasing your probes and zealots not doing much at all.

It turns into a chase game until one of the players gets overpowered by better micro.

The easiest counter to this is the faster realization that he is doing this rush by really good scouting.


Personally, I would put my 2nd gate up while my robo builds and have a forge up after I put my core down, just in case, which will delay my robo for a few seconds.

I will have problems with earlier timing, but with proper zealot micro (and constant production + 1 sentry), even on non-ramp maps, I usually make it through.

Of course, the alternative is just to 2 gate or to proxy rush rofl. ^^


Yea I said that before. Counter their cheese with your own. And sadly, toss cheese is better lol.
Solomon Grundy want pants too!
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