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[H] Holding off Super Fast Reaper? - Page 12

Forum Index > StarCraft 2 Strategy
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Prev 1 10 11 12 13 14 29 Next All
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-04-15 21:54:39
April 15 2010 21:51 GMT
#221
On April 16 2010 05:06 Cheerio wrote:
Show nested quote +
On April 16 2010 03:46 PokePill wrote:

http://www.sc2rc.com/index.php/replay/show/1086


Man, I haven't seen such bm as you did in a long time.


I've known the guy for like 6 years from playing War3 with him and posting on the BNET forums, it was all in jest.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 16 2010 16:12 GMT
#222
lol

please someone explain to me how i should hold this off:

http://www.mediafire.com/?uzatmniw2nw
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
BentoBox
Profile Joined November 2009
Canada303 Posts
Last Edited: 2010-04-16 16:17:02
April 16 2010 16:16 GMT
#223
DID YOU CHRONOBOOST YOUR ZEALOT?!?

trust me man, it works!
Only dead fish swim with the stream
Chen
Profile Joined June 2009
United States6344 Posts
Last Edited: 2010-04-16 16:18:24
April 16 2010 16:18 GMT
#224
for those of you who dont want to watch the replay orb posted, its proxy 8 rax, ultra fast reaver into proxy 2-rax marauders. Orb Chrono'd the zealot and the stalker
zizou21
Profile Joined September 2006
United States3683 Posts
April 16 2010 16:18 GMT
#225
Have you tried holding it off with canons?

+ Show Spoiler +
[image loading]
its me, tasteless,s roomate LOL!
Mikami_
Profile Blog Joined July 2009
Estonia274 Posts
April 16 2010 16:19 GMT
#226
I heard stalkers are awesome against reapers

+ Show Spoiler +
have my babies orb
SevenAteNine
Profile Joined February 2010
126 Posts
April 16 2010 16:21 GMT
#227
Yeah man its 8racks reaper cheese. it wont work on every map the cliff jumping ability makes it OP on that map with over half of your base being cliffs and cliffs are at your mineral line. So many places it can be placed and still be effective.

50/50 map/reaper imbalance
perhaps cliff jumping should be a research to delay this short of cheese?
omnomnomnom
LONG_PTR
Profile Joined September 2009
United States10 Posts
April 16 2010 16:25 GMT
#228
Desert Oasis
Splendour
Profile Blog Joined June 2008
Bulgaria129 Posts
April 16 2010 16:26 GMT
#229
I've found it pretty effective to just chase the reaper with a couple of probes and send them to minerals 1 by 1 when they're about to die
btxmonty
Profile Joined April 2010
Panama80 Posts
April 16 2010 16:37 GMT
#230
Maybe cliff jumping should be researchable?
It is only the dead who have seen the end of war - Plato
RoboFerret
Profile Joined March 2010
United States70 Posts
April 16 2010 17:04 GMT
#231
If you make your gateway after your 10th probe (after getting 9 pylon). (Halt probe production) You're stalker should come like 40 or so seconds sooner. The reaper rush is still annoying as hell but in the case of the replay above, a majority of the damage would have been prevented with a 10-gate. It's a small cut in economy, but considering how much eco the terran cuts you'll be ahead. And if it turns out he's not doing a reaper rush you're not significantly farther behind from a normal 12 or 13 gate build.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 16 2010 17:31 GMT
#232
On April 17 2010 02:04 RoboFerret wrote:
If you make your gateway after your 10th probe (after getting 9 pylon). (Halt probe production) You're stalker should come like 40 or so seconds sooner. The reaper rush is still annoying as hell but in the case of the replay above, a majority of the damage would have been prevented with a 10-gate. It's a small cut in economy, but considering how much eco the terran cuts you'll be ahead. And if it turns out he's not doing a reaper rush you're not significantly farther behind from a normal 12 or 13 gate build.


Learn your math please. Building your gate on your 10th probe will

1: not be 40 seconds faster
2: I'm pretty sure you won't be able to actually continuously produce shit (as in make that cybernetics core immediately when the gateway finishes and then make the zealot and stalker immediately when possible)
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-04-16 18:06:53
April 16 2010 18:05 GMT
#233
On April 17 2010 02:31 -orb- wrote:
Show nested quote +
On April 17 2010 02:04 RoboFerret wrote:
If you make your gateway after your 10th probe (after getting 9 pylon). (Halt probe production) You're stalker should come like 40 or so seconds sooner. The reaper rush is still annoying as hell but in the case of the replay above, a majority of the damage would have been prevented with a 10-gate. It's a small cut in economy, but considering how much eco the terran cuts you'll be ahead. And if it turns out he's not doing a reaper rush you're not significantly farther behind from a normal 12 or 13 gate build.


Learn your math please. Building your gate on your 10th probe will

1: not be 40 seconds faster
2: I'm pretty sure you won't be able to actually continuously produce shit (as in make that cybernetics core immediately when the gateway finishes and then make the zealot and stalker immediately when possible)

Yea, the biggest problem I have when facing this is not the gateway timing, really. It's the cycore timing. Even if you go 10gate (which is horribly un-economic) you still have to figure out whether to build cycore once gate finishes or a zealot. That's a pretty large decision because all the zealot will do is buy you some time, while you absolutely need that cycore up for stalkers before the Terran decides to build a proxy bunker in your mineral line.

@zizou: You absolutely can build cannons but if the Terran sees a forge they'll just FE.
RoboFerret
Profile Joined March 2010
United States70 Posts
April 16 2010 18:40 GMT
#234
Okay it comes out about 20+ seconds faster.
1:23 your gateway could be started. At 65 seconds let's just say it'll finish at 2:30, then the cybercore could go up, finishing at around 3:23 (I'm even throwing in a few seconds on top making the assumption its not made instantly) Which means with chronoboosting you can have a stalker out in under 4:00 minutes.

And yes, you can produce all the buildings required.

As I said in my original post, Reaper rushes still suck to deal with, but that 20something seconds would have saved you a lot of trouble in that game.

And from personal experience it works for me against terran.
Weedman
Profile Joined April 2010
United States65 Posts
April 16 2010 18:45 GMT
#235
What if you stole the terrans gas early :D Maybe that could slow down some reaper harass!
Smoke it!
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-04-16 18:53:47
April 16 2010 18:45 GMT
#236
On April 17 2010 02:31 -orb- wrote:
Show nested quote +
On April 17 2010 02:04 RoboFerret wrote:
If you make your gateway after your 10th probe (after getting 9 pylon). (Halt probe production) You're stalker should come like 40 or so seconds sooner. The reaper rush is still annoying as hell but in the case of the replay above, a majority of the damage would have been prevented with a 10-gate. It's a small cut in economy, but considering how much eco the terran cuts you'll be ahead. And if it turns out he's not doing a reaper rush you're not significantly farther behind from a normal 12 or 13 gate build.


Learn your math please. Building your gate on your 10th probe will

1: not be 40 seconds faster
2: I'm pretty sure you won't be able to actually continuously produce shit (as in make that cybernetics core immediately when the gateway finishes and then make the zealot and stalker immediately when possible)


Your cybernetics core came 4 seconds after your gateway finished, because you weren't willing to cut 1 probe. You also don't even attack his reaper with your probes until he kills about 3 of them and his 2nd reaper comes.

Even after you lost all those workers, you were still ahead, 11 to 8 and instead of getting more stalkers when you had the money, you queued up probes. I'll test this out with you if you want, you can go 6 rax, and I'll play standard 12 gate.
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-04-16 18:53:47
April 16 2010 18:52 GMT
#237
On April 17 2010 03:45 Weedman wrote:
What if you stole the terrans gas early :D Maybe that could slow down some reaper harass!

You'd have to steal both gas for the gas stealing to do any good. And that's a 150 mineral investment to gas steal both geysers, which will set you very far behind.

EDIT: Also, all they need is 1 gas and chances are they will have 1 geyser building by the time your scout gets there (assuming regular 9 or 10 scout)
Sentient
Profile Joined April 2010
United States437 Posts
Last Edited: 2010-04-16 19:59:29
April 16 2010 19:48 GMT
#238
Chrono nothing but probes. Just before the reaper arrives, go punch his SCVs in the face with an army of probes. The reaper will be like whoa...where'd all the probes go?!

+ Show Spoiler +
Then gg because it probably won't work.
QibingZero
Profile Blog Joined June 2007
2611 Posts
April 16 2010 20:10 GMT
#239
On April 17 2010 01:12 -orb- wrote:
lol

please someone explain to me how i should hold this off:

http://www.mediafire.com/?uzatmniw2nw


You don't, really. It's a combination of a broken strategy and a terrible, terrible map. Hopefully it will get the attention it deserves from Blizzard, but I wouldn't hold your breath since this kind of thing is only done by randoms on the ladder anyhow, right?

Despite what people say, the Terran will end up ahead no matter how they transition out of it. I've done this on both sides of the matchup, and it's always been the case. This guy you played continued with the all-in attitude and won easily. Other times Terrans will just start macroing up after the first 2 reapers, and the only thing you'll have going for you is your early core because you're going to lose a ton of probes no matter what you do.
Oh, my eSports
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 16 2010 20:53 GMT
#240
On April 17 2010 01:12 -orb- wrote:
lol

please someone explain to me how i should hold this off:

http://www.mediafire.com/?uzatmniw2nw

Last night me and a friend did 10+ games with me going 6rax reaper and him trying to defend. We found that first of all, on the small 1vs1 maps, an earlier scout does alot, as the very small number of scvs the terran has are easily fucked with. Second, if the bunker finishes, the protoss is done, no chance, gg. Imo targeting a building scv needs to become easier. But the real killer is the marauders that come after the harass, which begs the consideration of whether reapers are the real problem.

+ Show Spoiler [offtopicland] +
Thing is, once the stalker is out, reapers become pretty much useless for the rest of the game. Very early game is pretty much the only time they have a use. I've tried using them for harassing mid to late game but its nowhere near cost efficient. Make them a whole lot less niche or axe them imo.

I found in a recent game that the best TvP mid to late game worker harasser is the ghost. If you emp the probes they are oneshotted, two or three ghosts can take out a whole mineral line in seconds. Reason they're better than hellions is, they got cloak, and they excel at killing scanned observers.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
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