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Russian Federation81 Posts
Well, i have no idea how to deal proxy pylon rush right now, esp. when its 6th probe and its just placing gateways on your own base so you cant block.
maybe there its required a lot of micro, i failed this for sure, but w/o high master micro it seems impossible to deal with it? or should i just push all of my scv just to kill pylons and keep probe out with my marine?
replay i felt too relaxed and took only 2 scv to fight pylon, which was obv mistake, but he had some good pylon placement as well (whch could be negated if more scv's used, indeed)
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im hardly a pro myself, but i am a terran player, but here is a few things i picked up from that replay...
1) once you see a probe come into your base, send 1 scv after it, do not let the buggers out of your sight. 2) you buggered around a bit chasing the probe for far too long, should have gotten 3-4 SCV's on that pylon straight away, you first started attacking it when the pylon was done and the gateway was at 125 shield/health, needed to be attacking it before it was completed 3) can a P confirm if you lose power to a gateway, does the unit get lost, or paused? i THINK if the first pylon had of gone down, he would have lost power to gateway #2 4) build your rax slightly further away next time =)
that's about all i can see, remember, im hardly an expert at this, am sure others will have more/better advice to give =)
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That double proxy gate thing your opponent did is a veeeery standard starcraft 1 cheese, so I'll tell you how it was handled in SC1 and hopefully it'll apply to SC2 as well:
Things not to do: -Do not chase the probe with 3 scv's to kill it, just put 1 scv on it (or even none if you feel confident) -Do NOT target the pylon. I know it's your first reflex to unpower his gateways since the pylon has less health, but it's very easy for a protoss to put down a second, third etc pylon before the first gets destroyed. Your SCV's do not do enough damage to take down all the pylons that the probe can construct, and you'll lose a huge amount of mining time without slowing the protoss down.
The way to defend this in SC1 was to attack each gateway with .. I believe it was 4 SCV's (someone correct me if I'm wrong). 4 SCV's in SC1 had enough DPS to kill a gateway just in time before it would be able to pop out a zealot. Don't actually put 4 SCV's on the gateway right when it starts construction (cause toss will cancel it right before it finishes and put you way behind economically), But as soon as his gateway warps in you should put just enough SCV's on it to kill it within zealot building time. Not very specific numbers, but that was the correct way of handling it in SC1. It might take awhile before you find the most efficient way of doing it in SC2. Key points are to not panic, to not over-commit SCVs to the attack, and to get the gateways, not the pylons.
At the end of the dilemma your opponent should have lost 400 minerals from gateways+pylon, and he should need to reconstruct his unit producing buildings, while you lost mining time from up to 8 SCV's. Sending his 6th probe also hurts the toss economically. In SC1 that meant advantage for the terran, although I don't recommend trying to rush the toss just because you took down his proxy gates. Maybe now that bunkers are salvageable you can try it.
Edit: And when a gateway loses power the unit construction is paused, not lost. At least that's how it was in SC1, and I'm aalllmost sure it's the same in 2
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What feefee said is exactly what you need to do, but I have been toying with this a bit and 2 SCV's on the gateway while it's constructing and then 5 after it's built is safe simply because of chrono boost.
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Ah right, chronoboost... devious!
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On March 20 2010 20:17 LF9 wrote: yea its the same. in that case, yeah, gateways (dang it...)
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