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[D] TvP Cheese rush overpowered? - Page 9

Forum Index > StarCraft 2 Strategy
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kasumimi
Profile Blog Joined October 2007
Greece460 Posts
March 14 2010 17:11 GMT
#161
This a direct result/evolution from the chain nerfs protoss received (gateway build time - warpgate).

I'm really interested to see how the developers will look into this.
Taefox
Profile Joined March 2010
1533 Posts
March 14 2010 17:18 GMT
#162
Sorry but
Can anybody please post some replays bout this cheese rush ?
@taefoxy
IronG
Profile Joined March 2010
United States6 Posts
March 14 2010 17:34 GMT
#163
ive posted one on page 8
it really shows how you can win without really trying
kinda sad
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 14 2010 17:44 GMT
#164
On March 15 2010 00:32 -orb- wrote:
Show nested quote +
On March 14 2010 19:23 kimchiterran wrote:
So far I easily defended all variations of this rush just with base 2 gate zealots opening (no forge). Late second gate still makes it suitable. I chrono boosted my gates and used part of the probes to fight of course. And I'm not even a Protoss user.

Raven


Post a replay and your rank/league or you will be ignored.

Clearly either 1: your opponents are trash or 2: you're not telling the truth

Lol, it's Raven - mYm.Raven. He's not some random

He's pretty high ranked platinum still.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
trickser
Profile Joined October 2006
Germany139 Posts
Last Edited: 2010-03-14 18:24:13
March 14 2010 18:22 GMT
#165
On March 15 2010 01:54 IronG wrote:
hmm pretty much i wanted to try this out
i know it requires no skill what so ever
and micro as well
pretty much ive got 7 marines and all scvs except 2 in my base
and did attack ground and won
heres a replay

http://www.gamereplays.org/starcraft2/replays.php?game=33&tab=upcoming&show=details&id=114609



Ok is this an accurate execution of the build? If so the rush hits protss at 5:00 . I tested out a game where i went 2 gateway, and at the time the push occured i had 6 zealots + 2 halfway done and lots of probes + gas and a cybernetics core warping in.

Are people honestly telling me they cant defend a rush consisting of 7 rines and 12 scvs with 6 zealots and 14 probes? That would be really ridicoulous.

http://www.mediafire.com/file/yzwgmynjejn/2010-03-05 22-43-18.SC2Replay

Here the replay.
Heart Catch Pre-Cure. Saa Mina De! Heart Catch Pre-Cure Hanasaka Seyo!
Ideas
Profile Blog Joined April 2008
United States8141 Posts
March 14 2010 19:05 GMT
#166
my asshole friend did this to me like 6 times in a row last night. the last game i just proxy 2-gated vs him and won
Free Palestine
love1another
Profile Blog Joined December 2009
United States1844 Posts
Last Edited: 2010-03-14 19:34:08
March 14 2010 19:32 GMT
#167
On March 14 2010 06:14 kimchiterran wrote:
This is why we need some low ground vs high ground penalty for range units, back in game. I'd say 50% of damage reduction will do fine (as I totally agree with Blizzard on not having "random" penalties in a competitive game, like we had in Broodwar).

Raven

As was discussed in some other big posts, 50% damage reduction is very hard to balance. 50% damage reduction doesn't necessarily mean kill in twice as many hits, which can easily lead to chaotic and unbalance-able damage interactions.
Edit: just realized I'm a zealot now!
"I'm learning more and more that TL isn't the place to go for advice outside of anything you need in college. It's like you guys just make up your own fantasy world shit and post it as if you've done it." - Chill
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
Last Edited: 2010-03-14 19:34:38
March 14 2010 19:32 GMT
#168
:/ 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 is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
teamsolid
Profile Joined October 2007
Canada3668 Posts
March 14 2010 19:37 GMT
#169
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.

Because stalkers are worthless, warpgates are nerfed, and SCV AI is ridiculous now.
love1another
Profile Blog Joined December 2009
United States1844 Posts
Last Edited: 2010-03-14 19:41:48
March 14 2010 19:38 GMT
#170
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.

Tempest showed us that a well-placed shield battery gives a single dragoon much dignity It's very difficult to compare this rush to a rush of comparable power in BW (BBS) because BBS is all-in. This build isn't...

According to most people who've actually tried this, the only viable "survival" build against this T rush is forge-first, which allows T to cancel the push and FE for a game-winning advantage! Thus, the comparable BW timing would be a 10/10 rax or 10/11 rax that showed up against a say... 12-gate (timing-wise). Since the economic build for P with chrono-boost in SC2 is 14/14 I think this seems about right...

In BW, this is, of course, an auto-loss for P... 12/12 gate is far too late to defend against a 10/10 rax.
"I'm learning more and more that TL isn't the place to go for advice outside of anything you need in college. It's like you guys just make up your own fantasy world shit and post it as if you've done it." - Chill
kimchiterran
Profile Joined May 2008
Poland81 Posts
March 14 2010 19:55 GMT
#171
On March 15 2010 00:32 -orb- wrote:
Show nested quote +
On March 14 2010 19:23 kimchiterran wrote:
So far I easily defended all variations of this rush just with base 2 gate zealots opening (no forge). Late second gate still makes it suitable. I chrono boosted my gates and used part of the probes to fight of course. And I'm not even a Protoss user.

Raven


Post a replay and your rank/league or you will be ignored.

Clearly either 1: your opponents are trash or 2: you're not telling the truth


Hey, I answered that one already, are you even reading the posts?

Raven
kimchi makes perfect~
KunfO
Profile Joined March 2010
United States81 Posts
March 14 2010 20:00 GMT
#172
Has anyone tried spamming fast boosted sentries and just spamming forcefield on your ramp + killing off the SCV's...?
ExileStrife
Profile Joined February 2009
United States170 Posts
March 14 2010 20:19 GMT
#173
I know the focus is on the all-in marine + SCVs, but I feel like there's another variant of the cheese rush that I've been losing to constantly. It is 4-to-6 marines, 2-or-so marauders, and no SCVs. The timing is pretty much the same, but this time they have dryad slow to make it so your zealots never get an attack in. I have even lost to it when they research stim and go in without dropship support -- it is impossible to run the zealots away and wait for the stim to wear off because the marauders can slow you down.
AdahnSC
Profile Joined March 2010
United States376 Posts
March 14 2010 20:20 GMT
#174
Has anyone tried keeping a probe at a xel naga tower or near the enemy base and then building a forge but canceling it if you dont see a rush coming? Then as a replacement for the forge and cannons you were going to build just build two more gateways.

also i think sentries go well with this build for forcefield blocking (since your forge is late and cannons might not finish in time), killing the scouting scv with range, and because they cost very little minerals while cannons are high in minerals.
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-03-14 20:48:24
March 14 2010 20:35 GMT
#175
On March 14 2010 23:57 IdrA wrote:
ive played like 7 games on asia and i avoid watching artosis replays on principle, i dont really have any idea how they play. id imagine foreigners would be more creative, but the top koreans are largely war3 players, and amongst americans the war3 players seem to be quick to pick up abusive cheesy stuff (out of necessity since they suck ass beyond it).

hah.. that's not true at all. it's just a blanket assumption people make with no real experience to back it up. you clearly have no idea how much micro a good warcraft 3 player needs. The reason sc1 players aren't dominating isn't because of higher skill. (that's absurd and makes no sense). In my opinion, it's because of two reasons. Firstly, they're playing the game as if it's starcraft 1, and that just doesn't work. Secondly; and I think this is actually the bigger reason; their micro is nowhere near the level of the average warcraft 3 player. Now I'm not talking about the pro level. On the pro level, I completely agree the sc pros will dominate over the wc3 pros.. that seems obvious. I am talking about the amateur level... and by amateur, I mean most high ranked platinum players. That's amateur. Most amateur warcraft 3 players are far more skilled in micro than the amateur sc1 player. The micro you see in starcraft 2 is VERY similar to the micro of warcraft 3; and really not similar to the micro of starcraft 1. Having played both games for years, I can tell you this. The starcraft 1 players have an advantage in APM, macro, and have a more intuitive grasp of gameflow, but their micro instincts are, on average, severely lacking compared to the warcraft 3 players.
It is not enough to conquer; one must learn to seduce.
fantomex
Profile Joined June 2009
United States313 Posts
March 14 2010 20:51 GMT
#176
After having tried it... it does seem a little OP. Would still like to see some replays again good Protoss players that see it coming.
Replay or GTFO
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-03-14 21:17:37
March 14 2010 21:07 GMT
#177
On March 15 2010 05:19 ExileStrife wrote:
I know the focus is on the all-in marine + SCVs, but I feel like there's another variant of the cheese rush that I've been losing to constantly. It is 4-to-6 marines, 2-or-so marauders, and no SCVs. The timing is pretty much the same, but this time they have dryad slow to make it so your zealots never get an attack in. I have even lost to it when they research stim and go in without dropship support -- it is impossible to run the zealots away and wait for the stim to wear off because the marauders can slow you down.

I am fairly certain this is the reason david kim opens stalkers. In order to help kill marauders. He seems to get 3 of them, and go straight to his opponents base and tries to pick off marines / marauders. You can get a kill this way, 2 if you're lucky; you will put some damage on his troops at least, take a bit of damage, and run. If you escape without losing a stalker your shields begin to recharge and you'll be at a slight advantage; moreso considering in the coming fight those stalkers won't be taking damage, it will be the zealots. it's at this point he switches to zealots. Pretty sure he chrono boosts his gateways as much as possible during these early stages. So he'll have 3 stalkers, some number of zealots depending on the timing of the opponents rush, and at some point an added sentry. This should be able to deal with the push. Clearly the enemy will be targeting the zealots first. A few stalkers will help with the run and fire tactic the MM will do on you. On that note you should pick off the marauders first, since stalkers do better damage to them. Against the really early rush you will pull probes as well. As time goes on I believe David Kim adds 2 or so more sentries and keeps pumping zealots, and will use force field to prevent the enemy from running. At that point the fight is mostly a matter of micro and positioning.
It is not enough to conquer; one must learn to seduce.
Yamoth
Profile Joined February 2009
United States315 Posts
Last Edited: 2010-03-14 21:27:58
March 14 2010 21:25 GMT
#178
I here stand in aw of your theory crafting and the fact that you can't seems to understand how much things changed since the infamous David Kim game that you keep mentioning about.
kasumimi
Profile Blog Joined October 2007
Greece460 Posts
March 14 2010 21:28 GMT
#179
Today I played 3 ladder games. All terran.
Two first games I scouted too late and lost with this cheese. Third game I put down a forge cause it was a 4 player map and I was paranoid and didn't want to risk again. Turns out the last guy played normally and beat me in the face with M&M cause I was so far behind in tech cause of the forge and cannon.

Thank god this is beta.
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-03-14 21:46:16
March 14 2010 21:41 GMT
#180
On March 15 2010 06:25 Yamoth wrote:
I here stand in aw of your theory crafting and the fact that you can't seems to understand how much things changed since the infamous David Kim game that you keep mentioning about.

How do you recommend dealing with the marauder / marine push? The game I'm referencing was after the gateway nerf but before the warp in nerf.
Anyway, I don't have the game so all I can do is theory craft. So you can expect me to keep theory crafting. That doesn't necessarily mean I'm arrogant in my beliefs.. I am willing to listen to alternatives
It is not enough to conquer; one must learn to seduce.
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