[D] TvP Cheese rush overpowered? - Page 7
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cartoon]x
United States606 Posts
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Yamoth
United States315 Posts
On March 14 2010 17:08 cartoon]x wrote: I don't play the Beta. I am theory crafting. But I do know that David Kim opens every PvT game with stalkers ^_^. Things change dramatically since then. Barrack build faster while gateway build slower and warp tech take almost 3 times as long to finish thus reduce the number of units have when Terran hit you with his marine ball. | ||
Arco
United States2090 Posts
In SC1 and SC2 all races except SC2 protoss have an early defense structure that comes from normal tech means. SC1: Spawning Pool > Sunken Colony Barracks > Bunker Gateway > Shield Battery SC2: Spawning Pool > Spine Crawler Barracks > Bunker Gateway > ??? Even in SC1, gate>core was 'viable' (re: survivable) in PvZ without getting a Forge right away, this just seems dumb to force you into going Forge first to defend against a ridiculously powerful all-in. Not to mention, on maps like Desert Oasis and Scrap Station where your natural isn't sharing a choke with your main, you'd have to get Cannons in base and FE would be impossible. When the Dark Pylon/Obelisk was scraped, why didn't they reimplement its abilities somewhere? You could speed up units, cloak a unit, and restore caster energy. Two of the three abilities could definitely be applied to help protect against this rush. I'm not fans of them, but they used to exist. I think they should just add Shield Restoration to Nexus. This seems like a logical solution, and gives a more "strategic" choice to using Chrono Boost vs x ability. I think this seems like the most plausible solution without effecting other matchups. Obviously other ideas would be to buff stalkers and/or add Blink to Cybernetics Core, which would have an actual (negative?) impact on other MUs. (Though, my bias as Protoss says Stalkers could use the help all around ![]() | ||
cartoon]x
United States606 Posts
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Deleted User 61629
1664 Posts
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Jyxz
United States117 Posts
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cartoon]x
United States606 Posts
On March 14 2010 17:35 Inori wrote: So the whole wall blocking was to get cannons? Did you actually read at least the OP? If he has pulled workers off and is at your base with them, it is perfectly fine to get cannons. At that point, cannons no longer represent an economic disadvantage. He has lost the economic advantage by pulling workers. The issue with going cannons off the bat is if he does not do the worker pull. In that instance, you are behind and have done the wrong build order. | ||
Rothbardian
United States497 Posts
Chronoboost your Gateways after you do the first few on your Nexus. For some odd reason I suspect this "all-in" isn't a 12 Marine push LOL. | ||
cartoon]x
United States606 Posts
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Floophead_III
United States1832 Posts
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Deleted User 61629
1664 Posts
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nodule
Canada931 Posts
-5s gateway build time +5s reactor build time ho hum... | ||
cartoon]x
United States606 Posts
In terms of your stalkers delaying him, I think you could get cannons. If it is a 8 marine / all scv rush, it takes a fair bit of time to kill a gateway while being harassed. The forge will probably get up shortly after he arrives at your base. Now, if he's brought that many SCVs, all you have to do is survive and you're going to win. So by all means, build them by your other gateway near your nexus. I like the guys suggestion up there of recognizing the zero gas build and going for sentries. That would actually be the first thing I tried. That or laying down a forge right when I saw the no gas build. | ||
DeCoup
Australia1933 Posts
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Feefee
Canada556 Posts
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kimchiterran
Poland81 Posts
Raven | ||
IdrA
United States11541 Posts
On March 14 2010 17:43 Rothbardian wrote: By the time the Terran has 8-12 Marines, you should have plenty of Zealots. Make the Marines dance, and out comes your Colo. Seriously, if a Terran is waiting until they get 8-12 Marines AND pulling SCV, that should be auto-win for Toss. I should know, I've tried early pushes against a fast teching Toss with less marines than that and still have a lot of trouble stopping it. An early Marine push is not all-in, fyi. Chronoboost your Gateways after you do the first few on your Nexus. For some odd reason I suspect this "all-in" isn't a 12 Marine push LOL. fast possible robo bay starts around the time the rush is approaching your base. dont post if you havent actually played the game. | ||
ProoM
Lithuania1741 Posts
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cartoon]x
United States606 Posts
Forge on sight of two rax would be inconvenient. Maybe if your probe stays alive long enough and you dont spot gas going up, forge is reasonable. | ||
kimchiterran
Poland81 Posts
Raven | ||
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