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On April 13 2010 04:16 NightOne wrote: don't go 13-14 gate and u won't have this problem...
quality advice.
I've found that if my stalker isn't going to be out in time I try and place 3-4 probes by the cliff so once he climbs up you surround and try to take it out. The best advice is to just keep moving and don't lose too many probes.
I do this in 2v2 it messes up a lot of people who aren't expecting it 8)
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Vs anything other than proxy 8 rax a 10/11 opening will give you a stalker basically when his reaper is in your base. He might get 2-3 probe kills but that's not enough to put you behind. You don't even need a zealot. I've proven it over and over and over and it's getting really old. If it's a proxy rax you probably should get the zealot.
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On April 13 2010 04:48 Floophead_III wrote: Vs anything other than proxy 8 rax a 10/11 opening will give you a stalker basically when his reaper is in your base. He might get 2-3 probe kills but that's not enough to put you behind. You don't even need a zealot. I've proven it over and over and over and it's getting really old. If it's a proxy rax you probably should get the zealot.
Would really appreciate some replays of you fending off 7 rax, 8 rax, proxy rax into reaper, etc. Would help lots, thanks in advance if you decide to provide some.
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Will do if I get the time. I have a bunch but they're all hidden away in the mess of replays in my replay folder. Not gonna go dig through hundreds of unlabeled games.
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On April 13 2010 04:48 Floophead_III wrote: Vs anything other than proxy 8 rax a 10/11 opening will give you a stalker basically when his reaper is in your base. He might get 2-3 probe kills but that's not enough to put you behind. You don't even need a zealot. I've proven it over and over and over and it's getting really old. If it's a proxy rax you probably should get the zealot.
qft..
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I'm sorry, but is there a reason the sentry requires the cyber? Why not cut that then make the force field research able.
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On April 13 2010 06:00 Apexplayer wrote: I'm sorry, but is there a reason the sentry requires the cyber? Why not cut that then make the force field research able.
I think traditionally tier 1 units only required minerals to create. Then you create another structure for tier 1.5, typically the building doesn't require gas but the units you can create do require gas.
And besides the sentry is a spell casting unit that (when thinking about the lore) should require technology other than the gateway to produce.
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i tell u a good idea for how to slow a reaper rush , -- find the barracks make a pilon right where the tech lab is , then he will lift the barracks stay with the probe under the barracks all the time , this will give u some additional seconds
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On April 13 2010 13:53 insignia wrote: i tell u a good idea for how to slow a reaper rush , -- find the barracks make a pilon right where the tech lab is , then he will lift the barracks stay with the probe under the barracks all the time , this will give u some additional seconds This is actually a pretty good idea. It's basically similar to denying Zerg an early expansion by building a pylon (or just moving your probe around the area nonstop) but more effective because Marines will come slower and scv's are more precious. Although thinking of traditional Terran build patterns, there isn't room to build a pylon at the choke unless you get there before he builds the barracks (most build both supply on the corners of the ramp and the barracks in the middle and then float the barracks to place the tech lab between the two depots).
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On April 07 2010 20:14 Bane_ wrote:There's a post now on playxp showing a screenshot of a build that's even faster than the replay I posted. The first and second reaper are started at 2:15 and 2:59 which means they will pop out at 2:55 and 3:39 respectively. Looking through my games I see I generally don't even start my cybercore until about the 2:55-3:05 mark and since it takes another 78 seconds or so even if you chrono the stalker the whole time...that's an awful long time window during which they can attack and have you stuck with units that simply aren't meant to take on reapers. Is that really as easy to defend as a lot of you are trying to make out?
why are you waiting so long to get a cyber core!?!? Once scouted, do you REALLY think its worth it to pump out 2-3 zealots instead of getting that core out fast?.. if you see that fast geyser scouted, you should know to get core/stalker asap no?
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On April 12 2010 22:56 -orb- wrote:Show nested quote +On April 12 2010 16:21 Floophead_III wrote: Well, QXC did a proxy 8 rax reaper on Huk, killed 8 probes or something, and still lost. Clearly it can't be that bad =P He killed EIGHT probes and then threw away the game. The fact that he killed 8 probes should be enough evidence
l2 micro probes?
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I don't get this. I've experimented with tons of reaper openings, and my conclusion in the end is that it's just not worth it as long as the protoss doesn't decide to squueze in an extra round of CB:ing his probes before making a gateway. If you just go 10 Pylon -> 12 gate, you're going to shut down the reaper harass after losing 2 probes, tops.
I've tried 8 rax proxy, 9 rax proxy, 9 rax at my own choke, 10 rax at choke. The result is still the same, after my initial first reaper gets shut down, I'm behind in supply and worker count, even though I got off 2 probe kills in the process. The easiest way to nullify the harass is just getting the core before your first zealot, save up a CB and chronoboost the stalker out while chasing down the reaper with your zealot. By simply accepting the fact that "Okay, I'm going to lose two probes but it'll still put him way more behind than me" would help a lot, simply going apeshit over the fact that terran can get 2 "free" probekills in the beginning isn't going to cut it as a mindset. Terran invests so much into getting that quick reaper out, that it's still not worth it unless you can get 4+ probekills with your first reaper.
A reaper rush is just a nice tool to punish greedy players, just like a 9rax or 8rax bunkerrush was in SC/BW TvZ, by beeing greedy, you're usually taking a risk, 12 hatch was always riskier than 9 pool, and I don't see anyone crying out that 8rax bunkerrush was imbalanced.
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if u fear reaper rush, just go fast stalker. ull lose 2-3 probe and thats it. this isnt a devastating issue, if ur losing to reaper rush your playing wrong.
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i think the unupgraded speed needs to be reduced so the travel time can be extended
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Or modify them, so that they can't jump on cliffs. And add an upgrade, that allows reapers to jump cliffs or modify their speed upgrade, so that it allows them to jump (increases speed+allows to jump on cliffs).
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On April 13 2010 13:53 insignia wrote: i tell u a good idea for how to slow a reaper rush , -- find the barracks make a pilon right where the tech lab is , then he will lift the barracks stay with the probe under the barracks all the time , this will give u some additional seconds
lol, i tell u what, out of all the stupid ideas people come up with, this one is actually pretty good
and it gets a bonus point for funny
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On April 13 2010 16:41 danl9rm wrote:Show nested quote +On April 13 2010 13:53 insignia wrote: i tell u a good idea for how to slow a reaper rush , -- find the barracks make a pilon right where the tech lab is , then he will lift the barracks stay with the probe under the barracks all the time , this will give u some additional seconds lol, i tell u what, out of all the stupid ideas people come up with, this one is actually pretty good and it gets a bonus point for funny
this is typical in low level play in SC1 blocking factory addons, isnt as effective as you would suspect, easily stoppable and doesnt really delay much unless the T is a derp dee derp
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well i did it in plat rank 1500 ++ so it isn't that low leveled if u do it right , it only saves some seconds witch can be enought for stoping the first reaper with a stalker , than u can continue with a standart build , when the terran has low scv // supply and u have some advantage
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Not sure if people are really facing the Super Fast Reaper rush. In the really fast one (proxy 6 rax) you get the first reaper inside your base at around 2:45, the second at 3:25. There is no possible way to have a stalker up in time even for the second Reaper and two of them kill probes and zealots so fast they hardly even have to micro. Even if you 11 gate you will have your first zealot out right before has two reapers inside your base.
Check for example this replay where a 20 APM guy does it (quite poorly but still), at least it shows how easy it is.
http://www.sc2rc.com/index.php/replay/download/1166
What is the appropriate counter for this? As even if I go fast Stalker I won't have it up until more than a minute later and by that time there are several Reapers in the base which have already killed everything.
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On April 13 2010 19:53 Paladia wrote:Not sure if people are really facing the Super Fast Reaper rush. In the really fast one (proxy 6 rax) you get the first reaper inside your base at around 2:45, the second at 3:25. There is no possible way to have a stalker up in time even for the second Reaper and two of them kill probes and zealots so fast they hardly even have to micro. Even if you 11 gate you will have your first zealot out right before has two reapers inside your base. Check for example this replay where a 20 APM guy does it (quite poorly but still), at least it shows how easy it is. http://www.sc2rc.com/index.php/replay/download/1166 What is the appropriate counter for this? As even if I go fast Stalker I won't have it up until more than a minute later and by that time there are several Reapers in the base which have already killed everything. I state again for the record that if someone does this kind of allin rush then it better pay off or they're dead. Get someone to do it against you for a couple games and see if you can't at least get even when the rush is over.
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