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[H] Holding off Super Fast Reaper?

Forum Index > StarCraft 2 Strategy
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-orb-
Profile Blog Joined September 2007
United States5770 Posts
Last Edited: 2010-04-16 16:12:57
April 02 2010 17:40 GMT
#1
EDIT: Please someone explain to me how to hold this off in this new replay: http://www.mediafire.com/?uzatmniw2nw

So a Terran did a 10 rax into fast reaper build against me and the math on getting out your first stalker is just not adding up to me right now.

From the time the Terran starts his Barracks, it takes 125 seconds for the first reaper to come out. Had my opponent placed his Barracks at the bottom right hand corner of his base (which would be better against all spawns and thus should be done in this build), it would be a 17 second travel time according to the replay to get to my mineral line with his reaper.

This thus makes it a 142 second duration from the start of the barracks to the time the reaper would get to the protoss's mineral line.

From the time the Protoss start's his first Pylon assuming perfect building production (starting each building as soon as the previous finishes), it takes 182 seconds for the first stalker to come out. Assuming you use your chrono boost on the stalker (it takes 2 to do it fully) it will take 171.5 seconds for the first stalker to come out.

This gives Terran a 30 second advantage assuming they start their barracks/pylon at the same time from when the reaper gets to the protoss's mineral line to when the protoss gets out his first Stalker.

With a 10 barracks build the barracks was started around 1:05. With a later tested 9 barracks build the barracks was started around 1:00 (I feel like maybe this wasn't fully optimized? should be more than 5 seconds I think).

Thus in order for the Protoss to get a stalker out in time to prevent reaper damage to his mineral line the Protoss would have to start his Pylon 30 seconds into the game. At this point the Protoss is at 8 food but does not have enough money to build a pylon, and thus the Protoss would have to build the Pylon at 7 food to be able to get the Stalker out on time.

However, if you build your pylon at 7 food you simply will not have enough resources to keep up constant building production so your build will be delayed anyways.

Thus it seems physically impossible to get a stalker out in time even with chrono boosting and ridiculous probe cutting to prevent this kind of reaper harass.

Does this seem balanced to you guys? Forge openings are not viable, so please don't suggest them as the terran will just go 14CC fast expand as soon as he scouts it.

Here's two replays, first of it happening without me knowing what was going on and then later a test game in which I try to cut probes to get out a very fast Stalker:

http://www.mediafire.com/?qummbzic0dt
http://www.mediafire.com/?jwvgjzjh42o

Thanks for advice and suggestions.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Fruscainte
Profile Blog Joined December 2009
4596 Posts
April 02 2010 17:43 GMT
#2
Oh my God, that kid in the stream who was just "LOL JUST GO FORGE + CANNONS TO HOLD HIM OFF. I DO IT ALL THE TIME" was so annoying >_> I didn't catch the original game, so imma look at that right away.
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
April 02 2010 17:45 GMT
#3
I'm really torn on these builds. I personally struggle more with the super-fast-marauder rush of doom.

Anyway, my problem is that yes you can hold these off by going overboard preparing for a super fast rush... but... what if they don't rush? I try to scout super early vs terran to see if they are going rax or supply first. It just feels like if I guessed wrong, I'm majorly screwed.

I cut probes and prepared hardcore for that super early reaper. Then I find out my opponent did a normal multi-rax after supply opening, and there's no way I'm going to hold off the M&M&G push.
I admire your commitment to being *very* oily
iounas
Profile Joined July 2008
409 Posts
April 02 2010 17:46 GMT
#4
On April 03 2010 02:43 Fruscainte wrote:
Oh my God, that kid in the stream who was just "LOL JUST GO FORGE + CANNONS TO HOLD HIM OFF. I DO IT ALL THE TIME" was so annoying >_> I didn't catch the original game, so imma look at that right away.

Well I think the obvious solution is to rush to carriers. :D
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
JSH
Profile Blog Joined July 2009
United States4109 Posts
April 02 2010 17:46 GMT
#5
Saw this on Orb's stream

Even if you do figure out something, you have to cut probes really really badly
Your economy will be be in horrible shape that in the long run...
I also don't see the answer to this :/
"It's called a miracle because it doesn't happen" - Just like my chances of reaching C- on ICCUP
Fruscainte
Profile Blog Joined December 2009
4596 Posts
April 02 2010 17:47 GMT
#6
And of course Orb just tested going 7 pylon and cutting probes to get the early Stalker, and the Stalker is still 12 seconds late.
agorist
Profile Joined July 2009
United States115 Posts
April 02 2010 17:49 GMT
#7
I think the only real solution is to expect to lose a few probes -- get a zealot out that can keep pressure on the reaper while you wait for your stalker. You'll make up for the lost probes with chronoboost (as you're already way ahead of terran's worker count).

As you said, fast forge is fail and so is super fast stalker rush (to defend). That doesn't leave many options. You could try blocking some of the common reaper running routes with pylons too -- behind your mins, etc.
Parnage
Profile Blog Joined February 2010
United States7414 Posts
April 02 2010 17:49 GMT
#8
I have yet to ran into this myself mostly because I have not been laddering myself lately due to irl issues but from what I've seen it does seem to be a pretty significant disadvantage if you do manage to hold it off.
I am a Protoss user so I am not going to say it's imba however I would like to see how some terran's view on how to deal with this kind marauder or reaper aggression.

-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
TSL-Lore
Profile Joined January 2009
United States412 Posts
April 02 2010 17:53 GMT
#9
zerg FE gets completely shut down by this as well. I discussed it in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=118166

it seems these new reaper rush builds need somewhat of a re-balance .. anything that comes that early in the game shouldn't require such a drastic response as to change the entire match up.

except for epic scv rushes or something.
I want to become stronger. -Shindou Hikaru
AltCtrlDel
Profile Joined April 2010
United States2 Posts
Last Edited: 2010-04-02 17:59:45
April 02 2010 17:54 GMT
#10
The Zealots should have a burst sprint ability (With cool down timer, not lasting too long) from the beginning to balance it out in this rush scenario or any .. just enough to track down a Reaper and at least combat it .. (Then if you wanted to after then "research" the ability that it currently has in the game) Reaper could micro skillfully to try and battle 2 or 3 Zeal's off which would be fair. <-- My 2 cents.. =X
AltCtrlDel x 2
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 02 2010 17:56 GMT
#11
I played with torch quite frequently, and he only opens up with this. I go 10 pylon/11 gate and chrono the stalker. It gets your stalker out not very much later than when the reaper shows up. I've experimented with 9 pylon 12/13 gate and I just found it too weak vs early aggression in any matchup. Protoss can be a worker behind for a little bit cause they'll catch up very very quickly with chrono. I've never had an issue with reapers. He can maybe kill 1-2 probes if he has fantastic micro, that's about it.

If you scout fast tech lab without a marine or are just unsure, save a chrono for that stalker, it makes a huge difference.
Half man, half bear, half pig.
jackofclubs81
Profile Joined January 2010
United States196 Posts
April 02 2010 17:59 GMT
#12
if u hold off the reaper ull have an advantage, they arent as imba as they used to be
use a zeal to buy time for ur stalker
Fruscainte
Profile Blog Joined December 2009
4596 Posts
April 02 2010 18:01 GMT
#13
Jack, he already tested it. Even if you rush STalker from the very beginning (which is stupid to do standard, so you're basically blind building without knowing if he's rushing or not to MAYBE hold off a rush) you're still late for probe harass. Then you're so far behind because you had to massively cut probes to even be remotely ready, that you just get steamrolled in a few minutes anyways.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 02 2010 18:01 GMT
#14
On April 03 2010 02:59 jackofclubs81 wrote:
if u hold off the reaper ull have an advantage, they arent as imba as they used to be
use a zeal to buy time for ur stalker


You don't need a zeal if you go 10/11 pylon/gate. That's the point. In the end you'll lose less probes (if any) and be in a BETTER economic shape than if you did 9/12 or 9/13. Your tech is also faster. I'm not saying 9/13 is bad, but I think it's got some risks.
Half man, half bear, half pig.
agorist
Profile Joined July 2009
United States115 Posts
April 02 2010 18:06 GMT
#15
Haha; heard you on the stream reading my comment. I'm not suggesting it's balanced, but, it's all you can do
TSL-Lore
Profile Joined January 2009
United States412 Posts
April 02 2010 18:08 GMT
#16
it feels like the reaper needs an extra building (much like the DT) to access its tech... Merc Haven, anyone?

maybe adjust its role by giving it spider mines =P
I want to become stronger. -Shindou Hikaru
Alventenie
Profile Joined July 2007
United States2147 Posts
April 02 2010 18:09 GMT
#17
I was practicing vs this reaper build with a friend (he wanted practice vs a protoss) and i did a 8 pylon 10 gate (chrono boost for the fast probes before the pylon is finished too). Throw up your 2nd pylon to block your mineral lines and have a zealot come out before cyber finishes and you can force the reaper to run around (or get stuck and not get behind your mineral line) so he cant do damage.

Im not a great protoss player and i suck at 1v1, but out of all the openings i tried (forge opening, 9/13 gate, cutting probes etc) this worked the best.
RPGabe
Profile Joined January 2010
United States192 Posts
April 02 2010 18:11 GMT
#18
10 Barracks Reaper builds cut SCVs significantly. I'll need to watch the replays, but I'd love to know the worker counts on both sides at key points in the build. I bet he's going to need to kill 4 or 5 probes to bring it back to even.
Alventenie
Profile Joined July 2007
United States2147 Posts
April 02 2010 18:13 GMT
#19
From what i noticed when playing my friend, he cuts scvs at 10 to get stuff out quickly. Then he builds his scvs whenever he has an extra 50 minerals while continuing his tech to fact/port. Normally I keep up more workers than he does the entire game, but im not really good at 1v1 so i never know when i am ahead and i just played defensively entire game (so eventually his harass got to me and he killed me)
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 02 2010 18:15 GMT
#20
aha, I see SC2 is the reverse of SC1, now Terran rage against early game proxie cheese has turned into early game rage against reaper openings lol.

ok, but really, they are cutting/delaying SCVs for the fast reaper to do probe damage, get a zealot/micro probes as best as possible till your stalker is out and you are fine if not even.
Sup
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 02 2010 18:16 GMT
#21
On April 03 2010 03:01 Floophead_III wrote:
Show nested quote +
On April 03 2010 02:59 jackofclubs81 wrote:
if u hold off the reaper ull have an advantage, they arent as imba as they used to be
use a zeal to buy time for ur stalker


You don't need a zeal if you go 10/11 pylon/gate. That's the point. In the end you'll lose less probes (if any) and be in a BETTER economic shape than if you did 9/12 or 9/13. Your tech is also faster. I'm not saying 9/13 is bad, but I think it's got some risks.


you clearly didn't read the OP at all
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
creepcolony
Profile Joined March 2010
Germany362 Posts
April 02 2010 18:20 GMT
#22
I´ve seen you testing on your stream, and it really seems a bit broken immo.

I think just 10-15 sec more build time for the terran could solve the problem.
For now, my only guess is scout early, 8 pylon and perhaps try to wall your drone line a bit, to get a few extra seconds. Else i really dont know.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 02 2010 18:21 GMT
#23
Hmm, I haven't encountered this fast of reapers before, but I guess while your core is building, get a zealot off. A zealot should be able to hold off a reaper for a good amount of time. Once the second reaper arrives, your stalker should arrive. So basically, if you scout a very fast rax with tech lab, and few SCVs mining, get a zealot up. If you can limit the reaper to just the zealot kill, you'll be at a significant advantage.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 02 2010 18:24 GMT
#24
On April 03 2010 03:21 Chairman Ray wrote:
Hmm, I haven't encountered this fast of reapers before, but I guess while your core is building, get a zealot off. A zealot should be able to hold off a reaper for a good amount of time. Once the second reaper arrives, your stalker should arrive. So basically, if you scout a very fast rax with tech lab, and few SCVs mining, get a zealot up. If you can limit the reaper to just the zealot kill, you'll be at a significant advantage.


How could you possibly figure a zealot will hold a reaper off?

The reaper will micro around in circles killing probes
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
shmoo
Profile Joined March 2010
United States139 Posts
April 02 2010 18:26 GMT
#25
I think hes basically saying force the reaper to micro against the zealot while you get a stalker out. I am not sure how the timing will work out though.
Bears are godless killing machines
Fruscainte
Profile Blog Joined December 2009
4596 Posts
April 02 2010 18:27 GMT
#26
That wouldn't work. He can easily just micro away, and pop off shots at probes.
JohannesH
Profile Joined September 2009
Finland1364 Posts
April 02 2010 18:30 GMT
#27
And how many probes does the reaper need to kill to be ~even?
If you have to ask, you don't know.
hordeau
Profile Joined June 2009
United States157 Posts
April 02 2010 18:34 GMT
#28
My solution to handling it has been walling off almost completely around my gases / mineral line and getting a zealot out to chase it just long enough for my first stalker to come out ( chrono boosted ) I try to guess where the reaper is going to hop in with the zeal positioning, at best i can 2 hits off on it.

While he tries to go for my probes, I just pull them all to the nearest mineral patch to my zeal chasing him. On good days I'll lose 1 - 2 probes.
wat
mistermetal
Profile Joined March 2010
Canada76 Posts
April 02 2010 18:41 GMT
#29
marauders are op, more health and damage then anything in the gateway, with a 50% slow.

now here the thing, i feel its one of the few things keeping terran in the game, if you nerf it with out buffs in other areas the terran game is then broken.

but as for the reaper, if you get a zeal, its a free kill, a zealot will never touch a reaper, just like it will never touch a marauder. You can still kill probes with a zealot on your reaper, so its a moot point, and its just wasted minerals you need to save to get a stalker out.

Something needs to be changed, but blizzard doesn't seem to think things though, and we will have another broken unit.

the terran cutting workers isnt really as bad as the protoss cutting, as they have the mule to recoup some of the loss.

a tech lab nerf, even a slight gas cost increase might be enough to slow this down to get reapers out at the same time as a stalker first, i dont think that the reaper first harass into a bunker shouldnt be viable or too late, but it should have a downside to the rush, as it stands now, terran can then transition into a heavy marauder build with little to no downside, as the gas and tech lab is up.

a second option would be have an academy/merc haven, have this allow access to reapers with out a tech lab, costs minerals only and requires a rax to produce. you could take the dark shine approach and have it not house any upgrades, but in my opinion, it should house the marauders slow (150/100), reaper speed is moved to this building, along with another reaper upgrade i dont think spider-mines as thats a buff to bio and id like to see mech be viable, perhaps a range upgrade for reapers, or another upgrade.
Feefee
Profile Joined November 2009
Canada556 Posts
April 02 2010 18:50 GMT
#30
On April 03 2010 02:56 Floophead_III wrote:
I played with torch quite frequently, and he only opens up with this. I go 10 pylon/11 gate and chrono the stalker. It gets your stalker out not very much later than when the reaper shows up. I've experimented with 9 pylon 12/13 gate and I just found it too weak vs early aggression in any matchup. Protoss can be a worker behind for a little bit cause they'll catch up very very quickly with chrono. I've never had an issue with reapers. He can maybe kill 1-2 probes if he has fantastic micro, that's about it.

If you scout fast tech lab without a marine or are just unsure, save a chrono for that stalker, it makes a huge difference.


Yeah that's my take on it too. Particularly in game 1, you didn't have to cut tons of probes because of the "early" gate, but because you went 2 gate and had to therefore supply block yourself before the second pylon. If you hadn't you would've lost 2 probes but still had more workers than him (10 rax + orbital command... probably still means worse econ than your opponent).

I'd say that you might be a bit behind, but you now have one stalker to his 0 reapers, and if he sends more of those, great, you'll have even more of an army advantage. You'll get set back behind on econ, but I think it's the followup that you have to figure out, not the preventing of 2 probe deaths. (i.e. can you fast-expand off of 3ish stalkers after this? does chrono boosting your nexus exclusively get you back? is there a window to counter him since he threw away his 50mineral 50 gas reaper?)
This may not be a strategy you can pre-emptively counter, but I don't those 2 games are enough of a "proof" that going fast reaper = autoloss for toss.
I remember when in SC1 we had to pull freaking SCV's and even REPAIR our wall against dragoon fire, all while the protoss freaking fast expanded! =P
Abenson
Profile Blog Joined December 2009
Canada4122 Posts
April 02 2010 18:59 GMT
#31
Solution: Everyone go terran
zizzefex
Profile Joined March 2010
Canada34 Posts
April 02 2010 18:59 GMT
#32
I play terran and got 1 reaper rushed, stopped the rush easily. It puts them behind by about 3 workers so they need to kill at least 3 to break even. The benefit is it sets them up for marauders which I eventually lost to from my own mistakes.

@mistermetal: nerfing tech labs for that would be dumb. They should just make it so you have to upgrade for them to climb cliffs and then buff them significantly because they are generally terrible the later the game goes.

Btw I suggest building your buildings alongside the cliffs to semi block that.
knyttym
Profile Blog Joined December 2006
United States5797 Posts
April 02 2010 19:02 GMT
#33
Ya had this problem as well. Really fast orbital command from the 10rax gives quick mule as well so the scv cutting isn't as bad as it seems. Really a build time increase for reapers to where an 7pylon will have a stalker barely on time is a good choice. Terran is cutting scvs so being able to defend with a 9pylon would be ridiculous.
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
April 02 2010 19:03 GMT
#34
if you scout with your pylon building probe, I think you can delay the tech lab if you stand there with your probe.
And all is illuminated.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
Last Edited: 2010-04-02 19:11:03
April 02 2010 19:10 GMT
#35
I don't have the beta but isn't a solution to plant a pylon where his techlab should be and force him to lft or build a marine, and if eh lift block his landing sequence with your probe so he need to pull scv to chase your probe ?
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 02 2010 19:11 GMT
#36
On April 03 2010 03:59 zizzefex wrote:
I play terran and got 1 reaper rushed, stopped the rush easily. It puts them behind by about 3 workers so they need to kill at least 3 to break even. The benefit is it sets them up for marauders which I eventually lost to from my own mistakes.

@mistermetal: nerfing tech labs for that would be dumb. They should just make it so you have to upgrade for them to climb cliffs and then buff them significantly because they are generally terrible the later the game goes.

Btw I suggest building your buildings alongside the cliffs to semi block that.


If you're terran it kind of defeats the purpose of you saying you held off the rush because you have the same units the reaper rusher has... my whole point is that protoss building times/tech times are way longer than terran's which creates an imbalance early game.

God it's like NO ONE reads OPs anymore
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 02 2010 19:14 GMT
#37
On April 03 2010 03:16 -orb- wrote:
Show nested quote +
On April 03 2010 03:01 Floophead_III wrote:
On April 03 2010 02:59 jackofclubs81 wrote:
if u hold off the reaper ull have an advantage, they arent as imba as they used to be
use a zeal to buy time for ur stalker


You don't need a zeal if you go 10/11 pylon/gate. That's the point. In the end you'll lose less probes (if any) and be in a BETTER economic shape than if you did 9/12 or 9/13. Your tech is also faster. I'm not saying 9/13 is bad, but I think it's got some risks.


you clearly didn't read the OP at all


I'm telling you what I know from experience. I have never had an issue with reaper openings off 10 rax with my build. The only map I could see it being a problem on is DO but that map blows anyways.

I did in fact read the entire OP. I know the math doesn't add up well, but I feel like you didn't correctly figure in 10/11 gate, because the math should line up with what I see ingame. If you want I'll be more than happy to work with you on it ingame.
Half man, half bear, half pig.
Feefee
Profile Joined November 2009
Canada556 Posts
April 02 2010 19:18 GMT
#38
Looking at game 1 again, the terran is really cutting a hell of alot of scv's to get this out.. he's cutting to make a barracks AND a refinery before resuming production (of one scv), and then starts his depot when he's supply blocked. And that buildorder seems optimized in terms of when you need the gas for the reaper etc. I don't even think terran comes out ahead if he kills 2 probes with this to be honest, you really need to play full games against this instead of just giving up cause your probes died I think =P. It's looking less and less like a great terran opening to me.
oxxo
Profile Joined February 2010
988 Posts
April 02 2010 19:18 GMT
#39
SC1 had some stuff where you expected to lose scvs/probes/drones no matter what you did. How is this any different?

As for reapers preventing zerg FE... why should a zerg FE be guaranteed/safe? It SHOULD BE RISKY.
Zoltan
Profile Blog Joined March 2010
United States656 Posts
April 02 2010 19:23 GMT
#40
You guys are making this into WAY to big of a problem: Lemme break it down to you:
To do a really fast reaper build a terran is sac'ing massive econ. Maybe 3-4 early SCVs don't get built to do the 10rax build. Therefore, to BREAK EVEN- the terran is going to need to kill 5-6 probes. Really whats winning the game for them is the psycological advantage of the harass, and that they get great scouting information for the first portion of the game. They know that keeping you in your base allows them to do what they please- in terms of tech, expo, mass econ, etc. As a T player, I don't do the super fast reaper build (anymore- i did it probably 10 games in a row vs toss and zerg when patch 7 came out) because of how bad it screws me economically. Its probably important to note that I'm a high ranked gold player (~10 right now), so I'm not the best player but I know my game.

The protoss are losing in this manner: I get my scout/harass on with my single reaper, keep them occupied and scout them techin to robo (to go fast observer, in almost every game) and either two or three gate. So i drop down a 2nd and 3rd rax and go mass marauder with no marines and 1-3 ghosts, have stimpack done when i get to their base, and roll them over with some solid focus fire. IF I WERE THE TOSS: A few zelots/stalkers/sentries + 2-3 cannons at the choke will stop my marauder rush cold, but noone does this. They all tech robo. My opinion for the toss to try (theorycrafting here ftw) is early forge (i know this is like super noob- but seriously top dudes you should just do this) and see where it leads you.

Another idea would be instead of keeping zelots close to ur main, put them where the Reapers jump up- Im sure somone has alerady said this, but its nto a bad idea. If your still having trouble- pull 3ish probes to chase the reaper and use good micro to get him cornered or force him to run away. For the record, the toss is SUPPOSED to take losses here, because he has such a big econ advantage (with chrono boosting probes and the terran just not building enough SCVs because of the early reapers), so if you can find away around the early reaper you will actually have caused significant damage to the terran's plans and put him way behind on econ.

my 2cents.
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
RPGabe
Profile Joined January 2010
United States192 Posts
Last Edited: 2010-04-02 19:32:34
April 02 2010 19:27 GMT
#41
Could someone watch the replay and compare probe counts and Income amounts at different points in the build, like when the reaper is produced, when it gets to the base, when the stalker comes out, etc?

I think the economic impact of hard-rushing Reapers is being downplayed here. The Terran has to cut SCVs and go to gas early. Additionally, once the first stalker is out, that's it, reaper harass is effectively over.

Lastly, if the Reaper isn't supposed to be a harassment threat early game, then it needs to be redesigned completely or removed because it's almost useless after the first few minutes of gameplay.

edit: and three of us just made the exact same post, awesome.
h0munkulus
Profile Joined March 2010
Austria1481 Posts
Last Edited: 2010-04-02 20:05:40
April 02 2010 19:36 GMT
#42
the key is not to think "how do i counter this so i don't lose any probes". because the way the build times are right now, this is not possible on small maps like metalopolis. end of story.

but you have to think "how do i counter this so i'm ahead in worker count/economy after i repel the early reaper harass".

as someone mentioned the "break even point" for terran is around 4 probes. so as long as you don't lose more than 4 probes you are actually even or ahead.

crucial points to achieve this:
- pylon behind mineral line
- worker micro
- chrono boost on stalker (but only 1 use rest for probes)

8 pylon seems to work better than standard 9 pylon. but 8 pylon alone is not a huge hit. you can then build gate at 10 or 11 food. it really depends on how confident you are in your micro.

i guess bottom line is that this super early reaper sucks. because you are bound to lose probes. and it is a pain in the ass to get rid of well microed reapers. so it is definitly one of the rushes blizzard doesn't want (super easy to do, very hard to stop). but it's not a default loss!
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
April 02 2010 19:38 GMT
#43
On April 03 2010 04:36 h0munkulus wrote:
[...]

o.o;

Rename yourself, imposter!

jk lol
I admire your commitment to being *very* oily
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
April 02 2010 19:42 GMT
#44
I don't play protoss so I don't really know much about this situation, but is it impossible to at least delay the reapers damage using zealot/probe micro? do you lose too many probes? The terran is sacraficing some economy by getting an early refinery and possibly cutting probes right? How much damage can a reaper do in 30 seconds if you are actively forcing him to run from zealot/probe?

I feel that if it was super easy for protoss to get stalkers out before reapers arrived they wouldn't be much of a unit worth building. Reapers barely do anything against zerg as it is.
Yamoth
Profile Joined February 2009
United States315 Posts
Last Edited: 2010-04-02 20:19:34
April 02 2010 19:55 GMT
#45
I have this problem before also made a post about it and it can be found here at http://www.teamliquid.net/forum/viewmessage.php?topic_id=117445. My solution other than stop playing protoss and switch to terran is to drop your gateway from the standard 12 to 11 (this should boost stalker arrival time by 10 second) and make a zealot while your gateway is warping in. As soon as the gateway warp in make a stalker and use that to fend off the reaper. Now I know that it is pretty much impossible to get the stalker out before the reaper hit. From my calculation even the fastest possible stalker without totally screwing up your econ would still give the reaper a good 20-30 seconds or so of wreaking your base. During this time, the best thing you can do is have your zealot chase the reaper around to minimize the damage till the stalker arrived.

The thing I see from your second video is that the lack of zealot, that one zealot could of effectively stop the scv from building those two bunker that seriously put the hurting on you. Try it with a boosted zealot as the core is warping in and you will see a major different.

Obviously being that zealot are slow as sin, it will be almost useless against a player good micro. However, what that zealot will do is drop your prob death count from something like 10 down to just 3 or 5 max. The important thing here is your zealot control. You want to zealot to pretty much make that reaper really work for every single prob kill that it does and keep it close to your prob line. Do not chase after the reaper so that it can just circle around and kill a probe or 2 by the time your zealot catch up. Micro it in a way where the most the reaper can get off is 1 or 2 shot before your zealot should be right on it ass again.

Those 30 second where the reaper is hammering your base will be the the longest 30 seconds of the game. However, if you can survive it will anything less than 6 prob death you should be at a pretty good economy advantage.

Also, you build your assimilator too early, by the time you were able to build your stalker, you have a whole 50 gas left over. The assimilator can be pushed back to 14 and you will still have enough gas for the stalker once core finished.
shockwave.xpow
Profile Joined March 2010
31 Posts
Last Edited: 2010-04-02 20:07:29
April 02 2010 20:07 GMT
#46
I just did a simple braindead comparison where I timed resources between a standard (10depot, 12rax) build versus the marauder/reaper (11rax, 11gas, 11depot) build.

Ends up there's really not that much of a difference. After 4 minutes:
Standard build: 1875 resources, 408 collection rate, 19 workers
Reaper build: 1850 resources, 378 collection rate, 15 workers

I did this on same start, same rally points for workers, on just fast speed (I'll try slowest next time if I can stomach it).

This analysis is oversimplistic because I was using MULEs, and stopping after 4 minutes was fairly arbitrary. I'll want to do some more testing on this. But let me offer a theory:

Going 11rax doesn't hurt you THAT badly. The reason is that MULEs in early game are a huge income source as opposed to your number of workers, so even though in one case you have 15 workers and the other case 19 , the MULE counts for like 5-6 SCVs so the discrepancy isn't so great. And because you're getting an earlier rax, you're getting your first MULE out earlier, which starts the income bonus early.

Without MULEs, it would be obvious that going 10 or 11rax is very punishing to economy, but MULEs kinda make up for this. I don't think this means that we should all prefer to go 11rax (since having the 4 extra SCVs is substantial in the long run), but it's not like this is comparable to a 9pool where if you don't kill a ton of probes it's GG for you.



crate
Profile Blog Joined May 2009
United States2474 Posts
April 02 2010 20:20 GMT
#47
On April 03 2010 05:07 shockwave.xpow wrote:
I just did a simple braindead comparison where I timed resources between a standard (10depot, 12rax) build versus the marauder/reaper (11rax, 11gas, 11depot) build.

Ends up there's really not that much of a difference. After 4 minutes:
Standard build: 1875 resources, 408 collection rate, 19 workers
Reaper build: 1850 resources, 378 collection rate, 15 workers

Thing is, this difference only grows over time. After 4 minutes there is indeed not much of a difference, especially since 10 sup 12 rax builds finish the OC at about 3:30 IIRC. But even in your test you see that 10 sup 12 rax 15 OC has both more money and more importantly faster income than 10 rax 11 sup.

I ran tests on this up to 30 workers a while back. I don't have the numbers any more. Someone else in the forums posted a topic on 10 rax 11 sup vs 11 sup 12 rax if you want to search for it.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Phanekim
Profile Joined April 2003
United States777 Posts
April 02 2010 22:35 GMT
#48
i actually expect it to be nerfed.
i like cheese
Vexx
Profile Blog Joined March 2010
United States462 Posts
Last Edited: 2010-04-03 01:04:55
April 03 2010 00:55 GMT
#49
On April 03 2010 02:53 TSL-Lore wrote:
zerg FE gets completely shut down by this as well. I discussed it in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=118166

it seems these new reaper rush builds need somewhat of a re-balance .. anything that comes that early in the game shouldn't require such a drastic response as to change the entire match up.

except for epic scv rushes or something.


What the hell are you doing in this thread too??

You're complaining that you can't FAST EXPAND as zerg??? The protoss can't get A SINGLE COUNTER in time without suffering losses!

I can't believe I took your other thread seriously. I hope you have nightmares about reapers.
I am not nice.
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
April 03 2010 01:40 GMT
#50
imo this is like 8 rax is TvZ sc1. t needs to do some damage or he will be behind, but its not an allin.chase him with 1 zeal and after he dies with 4-5 probes and micro that one that got 2 hits back to minerals and you will lose 1 zeal and maybe no probe but little miningtime. all in all you should be ahead.
after 2 years i reached it = marine icon
Floophead_III
Profile Joined September 2009
United States1832 Posts
Last Edited: 2010-04-03 01:55:20
April 03 2010 01:55 GMT
#51
On April 03 2010 09:55 Vexx wrote:
Show nested quote +
On April 03 2010 02:53 TSL-Lore wrote:
zerg FE gets completely shut down by this as well. I discussed it in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=118166

it seems these new reaper rush builds need somewhat of a re-balance .. anything that comes that early in the game shouldn't require such a drastic response as to change the entire match up.

except for epic scv rushes or something.


What the hell are you doing in this thread too??

You're complaining that you can't FAST EXPAND as zerg??? The protoss can't get A SINGLE COUNTER in time without suffering losses!

I can't believe I took your other thread seriously. I hope you have nightmares about reapers.


This is just needless trolling. Reapers are a legitimate concern in high level games, especially now that they fell out of style for a while so people aren't always checking for them. Please refrain from posting comments like these again.

I thought the original alpha didn't allow reapers to be put in bunkers. I vote going back to that.
Half man, half bear, half pig.
Fruscainte
Profile Blog Joined December 2009
4596 Posts
April 03 2010 02:00 GMT
#52
Yeah, I don't think most people here are realizing this is a bunker rush with the early harass of the Reaper. They're just reading it as Reaper harass.
refraxion
Profile Joined March 2010
Canada88 Posts
April 03 2010 02:29 GMT
#53
On April 03 2010 02:54 AltCtrlDel wrote:
The Zealots should have a burst sprint ability (With cool down timer, not lasting too long) from the beginning to balance it out in this rush scenario or any .. just enough to track down a Reaper and at least combat it .. (Then if you wanted to after then "research" the ability that it currently has in the game) Reaper could micro skillfully to try and battle 2 or 3 Zeal's off which would be fair. <-- My 2 cents.. =X


No, no they shouldn't. That would make zealots pretty imba early on too.
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-03 03:34:44
April 03 2010 03:33 GMT
#54
Tech Lab: Cost decreased from 50 Minerals and 50 Vespene Gas to 50 Minerals and 25 Vespene Gas.


i guess that didnt help at all.

i dont know how blizzard is gonna fix that issue, i think the good way to solve this is not buffing toss or nerfing terran because it would just fuck up TvZ or PvZ...

maybe reaper should come later in terran game but be a little more durable... thats my opinion but of course it take a lot of testing before taking a decision...
someone_elses_lies@live.fr
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
April 03 2010 03:35 GMT
#55
On April 03 2010 10:55 Floophead_III wrote:
Show nested quote +
On April 03 2010 09:55 Vexx wrote:
On April 03 2010 02:53 TSL-Lore wrote:
zerg FE gets completely shut down by this as well. I discussed it in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=118166

it seems these new reaper rush builds need somewhat of a re-balance .. anything that comes that early in the game shouldn't require such a drastic response as to change the entire match up.

except for epic scv rushes or something.


What the hell are you doing in this thread too??

You're complaining that you can't FAST EXPAND as zerg??? The protoss can't get A SINGLE COUNTER in time without suffering losses!

I can't believe I took your other thread seriously. I hope you have nightmares about reapers.


This is just needless trolling. Reapers are a legitimate concern in high level games, especially now that they fell out of style for a while so people aren't always checking for them. Please refrain from posting comments like these again.

I thought the original alpha didn't allow reapers to be put in bunkers. I vote going back to that.


doesnt make sense for me. a bunkerrush with reapers + sacrificing economy seems like a logical counter to a fe for me. so why you want to make this counter weaker, with allowing only marines/marauders only to get into the bunker?

if player A decides to go fe and player B decides to go a strategy against that even before scouting he should win or shouldnt he?
after 2 years i reached it = marine icon
SirNeb
Profile Blog Joined April 2008
United States243 Posts
April 03 2010 03:49 GMT
#56
reapers are already pretty much useless, if you nerf it anymore, might as well just take them out of the game. They are pretty much just somewhat useful when the armies are very small.

I personally think they should rethink the balance of reaper in general so they are useful in practical manners, not just some cheese.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 03 2010 03:54 GMT
#57
On April 03 2010 12:49 SirNeb wrote:
reapers are already pretty much useless, if you nerf it anymore, might as well just take them out of the game. They are pretty much just somewhat useful when the armies are very small.

I personally think they should rethink the balance of reaper in general so they are useful in practical manners, not just some cheese.


You know what'd do that? Bringing back the old d8 charges. You could use them in so many cool ways. I was really looking forward to using them when I saw that first battle report way back when. Am I the only person on TL who misses those things?
Half man, half bear, half pig.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 03 2010 14:50 GMT
#58
On April 03 2010 12:49 SirNeb wrote:
reapers are already pretty much useless, if you nerf it anymore, might as well just take them out of the game. They are pretty much just somewhat useful when the armies are very small.

I personally think they should rethink the balance of reaper in general so they are useful in practical manners, not just some cheese.


First off, I have to disagree with you there. Maybe it's only because we're 2v2ing but often when I 2v2 random and get Terran I will mass reaper for fun. You can run into someone's base and 2shot a nexus with not too many of them and there's literally absolutely nothing your opponent can do to stop it. Every time I mass reapers I convince myself of how OP they are vs buildings.

In any case, I don't think reapers need a nerf, I think the tech lab needs a nerf. They should put the cost back up to where it was and make it take like 10 seconds longer.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
April 03 2010 15:07 GMT
#59
people saying to use a zealot to distract the reaper, gets kinda annoying.

reapers are faster than the zealot and a good player will ignore the zealot and still kill your probes with ease.
Hwaseung Oz fan for life. Swing out, always swing out.
ADAM.1
Profile Joined March 2010
United States36 Posts
Last Edited: 2010-04-03 16:03:34
April 03 2010 16:02 GMT
#60
Orb,

I mean this with respect but you are probably one of the most... annoying players that seem to be decent at this game. What surprises me for having some good understanding of the game is how much you cry about this build when you absolutely didn't even micro your probes what so ever. You would rather just type in chat about how imbalanced the game is. That early Reaper build is a good and risky opener that is able to be dealt with. You complain about how much the game is imbalanced but yet you play all the time. Reapers don't need a nerf, you just need to shut your mouth and micro.

p.s.
I watched both Replays... lol it was sad. And by sad I mean the lack of effort to even try to stop it.
Terran Lifestyle
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 03 2010 16:04 GMT
#61
On April 03 2010 23:50 -orb- wrote:
Show nested quote +
On April 03 2010 12:49 SirNeb wrote:
reapers are already pretty much useless, if you nerf it anymore, might as well just take them out of the game. They are pretty much just somewhat useful when the armies are very small.

I personally think they should rethink the balance of reaper in general so they are useful in practical manners, not just some cheese.


First off, I have to disagree with you there. Maybe it's only because we're 2v2ing but often when I 2v2 random and get Terran I will mass reaper for fun. You can run into someone's base and 2shot a nexus with not too many of them and there's literally absolutely nothing your opponent can do to stop it. Every time I mass reapers I convince myself of how OP they are vs buildings.

In any case, I don't think reapers need a nerf, I think the tech lab needs a nerf. They should put the cost back up to where it was and make it take like 10 seconds longer.


It's only the barracks tech labs units that seem to pop out too fast. Maras and reapers just come too quickly and are a little too strong for their timing/place in the tech tree. I'd definitely like to see some sort of rebalance with the barracks tech lab units or tech tree. I don't think nerfing tech lab time helps that much though because it hurts tanks/thors/ravens/banshees/battlecruisers as well. (ok realistically just tanks/banshees). It might work out ok, but I already feel like my tanks pop out really slowly.
Half man, half bear, half pig.
789
Profile Joined October 2009
United States959 Posts
Last Edited: 2010-04-03 16:43:47
April 03 2010 16:34 GMT
#62
I experienced this build on me as a terran ... in a 2v2 ... in which I was also 8 pool ling rushed... yeah, I died. I wonder how much putting tech labs back to 50 gas would help in this situation. I'd test for the timings for myself, but I'm not at home for like another 4 hours. Off the top of my head I'm thinking it would maybe slow reaper timing down by like 10 seconds. This would reduce the window until the stalker comes out, giving you a more reasonable chance of pulling out even. If this is demonstrated as enough of a problem, blizzard may consider undoing the 25 gas change. This will also help a bit to delay those quick marauder timings that have been going around as well.

Edit: I don't think placing pylons in positions to block is a good idea either. If I were to do this build as a terran and saw this, assuming these pylons aren't by the gateway, I'd just kill the pylon powering the gateway. If that pylon goes down before the stalker gets in, it's over.
Member of Hyuk Hyuk Hyuk Cafe! He's the next Jaedong, baby!
The6357
Profile Blog Joined August 2005
United States1268 Posts
April 03 2010 16:54 GMT
#63
yea you gotta remember terran makes great sacrifices to go fast reapers...
btw...what I find the hardest thing to fight against are mass marauders with few marines in them...
terrans I usually play go 1 rax expo then mass marauders out of around 4 rax...it is so annoying for me there is nothing toss can do to fast expoing terran...terran makes like 1-2 reapers then expand and start massing marauders...if I leave my base to harrass him..his 2 reapers come in to my base and annoy me..and with 1-2 bunkers at his natural there is nothing gateway units can do anyways...I am really lost what unit composition is good for marauders...if terran waits until I have templars with storm, I can hold it off but usually the mass comes in when I have a few immortals and sentries, zealots, etc...
2010 worldcup!! corea fighting!!!
Bibdy
Profile Joined March 2010
United States3481 Posts
April 03 2010 17:05 GMT
#64
The quick and cheap Tech Lab, with the slow and expensive Reactor thing they've tried in Patch 7 is a complete nightmare for early game balance. I'd expect some more changes in Patch 8.

I think they forgot about this scenario when they made the last set of changes. The GW and Rax have a similar build time, so do the Stalker and Reaper, but the Protoss needing a Pylon to begin the GW, along with a Cyber Core taking 25s longer than a Tech Lab, and the lowered gas cost of the Tech Lab, its no surprise to me there's this absolutely massive window of opportunity to play havoc in your mineral line with a Reaper.
sikatrix
Profile Joined March 2010
Canada172 Posts
April 03 2010 20:04 GMT
#65
build a zealot and micro probes while you chrono your stalker. You seriously whining about this? good god
splcer
Profile Joined October 2009
United States166 Posts
April 05 2010 06:57 GMT
#66
switch main to terran and do the same thing to all tosses either to just quit toss or to see if anyone else defends it and learn from that
That which grows fast, whithers as rapidly. That which grows slowly, endures
EGLzGaMeR
Profile Blog Joined February 2007
United States1867 Posts
April 05 2010 08:11 GMT
#67
On April 04 2010 05:04 sikatrix wrote:
build a zealot and micro probes while you chrono your stalker. You seriously whining about this? good god

my thoughts.
this is how people stop this when i do it.
iSTime
Profile Joined November 2006
1579 Posts
Last Edited: 2010-04-05 08:40:07
April 05 2010 08:37 GMT
#68
I have not read any of this thread, so sorry if this is a repeat or w/e.

I was watching garimto on http://tv.zeroboy.net/thsutleo and he went for 8 rax proxy on blistering sands (he put the barracks right below south tower, he spawned upper right. Went for 1 reaper to harass then into marauders to keep the pressure on. Toss player was sen and the reaper managed to kite a zealot to death taking no hits before the first stalker came out. Sen also lost a pylon to the reaper.

Sen eventually fended off the marauders with some sentries/zealots and just threw down 3 gates and no robo facility and ended the game through garimto's backdoor.

Didn't watch your stream, but probably you just saw the reapers and started raging about storm nerfs, etc. and forgot how to play
www.infinityseven.net
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-04-05 08:39:19
April 05 2010 08:38 GMT
#69
Imo you should buff the stats of reapers while bringing back the Merc Haven to make them slightly more midgame. Maybe give them another 10 HP and 1 armor or something (although I wouldn't mind nerfing their goddamn dmg to buildings). Complaints are from the reaper rush in TvZ btw which fucks your expo.

I think Marauder slowdown should be upgradable tbh. That or have it start with something like 20% slowdown and then upgrade to 50%.
Trump
Profile Joined April 2010
United States350 Posts
April 05 2010 08:43 GMT
#70
Hey orb. I've actually played you before with success with this cheese, and I've failed against other protoss with the cheese so badly that I've stopped doing it.


The key is a chrono boosted zealot chasing the reaper. Yes, it can never catch up, yes, the reaper can still snipe off a probe or even some probes while the zealot is chasing it. However, with decent micro from the protoss, the losses are limited to 2-4 probes, and then your chrono boosted stalker comes out - and then the reaper dies. And if the terran has sent another reaper up, that reaper will also die.

So yes, losing the 2-4 probes may be completely unpreventable. The terran IS cutting a good chunk of SCVs though - ends up being about 3-5 SCVs behind due to the awkwardness of going:

10 Barracks
10 Refinery
11 Supply Depot


In addition, if the barracks was placed closer to the opponent's base, the barracks can be pushed and lost. Additionally, the 1-2 reapers that are sent will also be killed off by 1 stalker.


As is with all cheese, the key is to keep cool and hold it off. The opponent's upper hand is a mirage and is temporary - he sacrificed a lot of economy to gain the 30 second window timeframe of superiority.
Friendship is Magic! <3
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 05 2010 10:07 GMT
#71
It's worse when they go marauders rather than reaper. Your zealot will die to the marauder without ever getting a hit off before the stalker comes out and then your stalker will lose 1v1 vs the marauder as more come anyways.

Any more miracle advice?

Building a zealot doesn't help in the slightest when they do this with a proxy marauder rush and marauders build 10 seconds faster than reapers.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2010-04-05 10:27:45
April 05 2010 10:26 GMT
#72
It's impossible to stop without Forge as far as I am concerned. So... open forge first and pray that they've cut too many SCVs to keep up. (or you get a lucky cannon rush in on their 14CC). Not everything has to have a solution in beta, this is one of those times where there are no legitimate solutions.
Administrator~ Spirit will set you free ~
intrigue
Profile Blog Joined November 2005
Washington, D.C9933 Posts
Last Edited: 2010-04-05 10:41:48
April 05 2010 10:37 GMT
#73
i don't know orb, i have to agree with the other people saying to get a fast zealot. i use 10/10/11 reapers extensively in 2v2s and 1v1s on certain maps and every single time my harass has failed it's because of a first zealot. by the time i finish killing the zealot the stalker is out, and if i choose to dodge the zealot while sniping probes the damage is limited by a lot. you can lose a few probes and still come out ahead economically. i play random (55-36 platinum) so i see both sides of this very often. my biggest gripe with pvt is still marauders over this.

edit: i think opening forge vs this if you know it's coming is already terrible, and going forge first in every pvt to prevent this is even worse!
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
goszar
Profile Joined February 2010
Belarus119 Posts
April 05 2010 10:44 GMT
#74
Strangely no one is proposing simple solution: lower the build time of Cybernetics core by about 15 seconds. This will help with both Reaper and Marauder issue.
Espers
Profile Joined August 2009
United Kingdom606 Posts
Last Edited: 2010-04-05 12:46:16
April 05 2010 12:45 GMT
#75
I get problems with this ZvT too, if anything losing the mining time by running workers is the biggest hit :|
AllFear
Profile Joined March 2010
44 Posts
April 05 2010 13:07 GMT
#76
reapers need a buff
Twinweapon: I saw creep and zerglings outside my wall-in and was like O DAM PROBLEM WTH IS THIS.
cava
Profile Blog Joined November 2002
United States1035 Posts
April 05 2010 13:32 GMT
#77
On April 05 2010 17:11 Lz wrote:
Show nested quote +
On April 04 2010 05:04 sikatrix wrote:
build a zealot and micro probes while you chrono your stalker. You seriously whining about this? good god

my thoughts.
this is how people stop this when i do it.


Yup. End of story. While he is kiting your zealot just send 5 probes to cut him off / surround.
cava!
Bane_
Profile Joined October 2005
United Kingdom494 Posts
April 05 2010 14:00 GMT
#78
When I saw this replay I thought of this thread straight away since it's the best example of the reaper rush that I've seen so far. I know from the tourneys they've been having over there that Furion is a very good Protoss player and he takes all the right steps of chrono'ing a zealot, pulling probes to help stop the bunker being built and then getting stalkers to properly deal with the reapers.

Anyway here's the link, just click on the underlined .sc2replay bit to download: http://playxp.com/sc2/replays/view.php?article_id=1933012
sputnik.theory
Profile Blog Joined July 2009
Poland449 Posts
April 05 2010 14:50 GMT
#79
As a mac user, I've only gotten to play beta a couple of times with friend's PCs so I'm sure I have much less experience with the game than many people commenting here.

That said, I'd suggest experimenting with 2 zealots out of your first gateway to counter fast reaper. The reasoning behind this is the fast reapers described in OP are sent to your base one at a time and with good micro, two zealots should be able to keep a reaper away from the probe line. Additionally, not rushing to stalker allows you to keep chrono on your nexus to achieve optimal probe production and help mitigate any probe loss from reapers that get through your zealot defense.
The timing works out such that you can get your 2nd zealot out at 156 s after your first pylon.

An obvious question that comes to mind is whether you put yourself in a position to get your first stalker out quickly enough after two zealots in case terran commits to a larger number of reapers. I'll be happy to test this as soon as mac beta comes out (fingers crossed for release sometime in April -> http://www.sc2bunker.com/2010/sc2-mac-beta-in-april/)
“On the night of the murder I was at home, asleep. The characters in my dream can vouch for me.”
Zoltan
Profile Blog Joined March 2010
United States656 Posts
April 05 2010 15:04 GMT
#80
On April 05 2010 19:07 -orb- wrote:
It's worse when they go marauders rather than reaper. Your zealot will die to the marauder without ever getting a hit off before the stalker comes out and then your stalker will lose 1v1 vs the marauder as more come anyways.

Any more miracle advice?

Building a zealot doesn't help in the slightest when they do this with a proxy marauder rush and marauders build 10 seconds faster than reapers.


WHOA and i thought we were just bitchin' about how op reapers were

Dude stop crying: Get a forge if your that bad at sc2, otherwise l2micro probes and deal with one of the few advatages terrans have over you. Then use ur OP immortals / stalker / sentry / zelot/ templar and roll them over.
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
Stropheum
Profile Joined January 2010
United States1124 Posts
April 05 2010 15:14 GMT
#81
On April 03 2010 02:49 agorist wrote:
I think the only real solution is to expect to lose a few probes -- get a zealot out that can keep pressure on the reaper while you wait for your stalker. You'll make up for the lost probes with chronoboost (as you're already way ahead of terran's worker count).

As you said, fast forge is fail and so is super fast stalker rush (to defend). That doesn't leave many options. You could try blocking some of the common reaper running routes with pylons too -- behind your mins, etc.


The problem is sir, that you won't be ahead of T's worker count. Terran can do a completely normal build aside from the fact that he may have proxy rax'd, not cutting workers at all, and managing to take out 4 or five of your probes by the time your first stalker is out. Then, by the time you get enough to push him, he'll straight up have a bigger ball than you and roll you over, or he could just keep going reaper for a while and you'll have no probes whatsoever.

I saw even orb play T and go mass reaper. It's so fast and so dangerous that P can't even leave his base, cause a dozen reapers will do so much damage. Forget probe losses, you'll lose your nexus and a gateway or two before your stalkers get back in time.
TheHof
Profile Joined March 2010
United States92 Posts
April 05 2010 15:44 GMT
#82
I think you really just have to absorb the losses and outmacro them. Realize that they'll be a good 3 or so peons behind you since that reaper probably caused them to cut SCV's for a bit.

Absorb the loss, don't let it dictate what you do next. That's the real strength in early reaper harrass- it causes a lot of toss to go stalker-heavy (marauder pwnage) or zealot heavy (hellion pwnage) and THAT is what loses the game in reality.

don't overreact, sacrifice the drone or two, follow up wisely.
"It's so nerve wracking, I'm just crossing my fingers and sayin' c'mooon esports"-Day[9]
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
April 05 2010 15:50 GMT
#83
yea reapers are insane against buildings and workers, they are completly worthless against anything else when you factor in their cost and build/train time.
Like what is the point if an harassing unit? to harass maybe ... if terran wants the reaper there before stalkers he needs the ultrafast rush to reapers, which will hurt his economy severerly, delaying workers from being built when supplydepot comes after both baracks and refinary, and taking 3 of the few scvs you have left to mine gas.

the protoss should expect to lose a few probes to this, and if he doesnt loose a lot of them he will many times come out ahead economywise.
P can also chronoboost probes so he replenish his workers faster.

I'd actually be happy if they reworked the reaper somehow, I barely get to use them much now as they are not very good aside from this type of rushing, they cost 50 gas!which is murder at tier1 for a unit that doesnt do squat against fighting units.
"I like turtles"
BroOd
Profile Blog Joined April 2003
Austin10831 Posts
April 05 2010 16:22 GMT
#84
You've got to think about the fast reaper the same way you would think about a very early pool build in brood war. The fact is it's going to get in to your base before you have anything to easily deflect it. The trick is to minimize probe losses. If he gets one or two and then you kill or deflect the reaper, you're fine. If you're losing 5-6 probes every time, you're doing something wrong.
ModeratorSIRL and JLIG.
kerpal
Profile Blog Joined June 2009
United Kingdom2695 Posts
April 05 2010 17:06 GMT
#85
isn't the biggest issue here that the terran are able to sustain a decent econ off this rush?
the problem with the orbital command/mule mechanic is that while the other races are forced to choose early units vs early econ a fast rax build allows for both quick harass AND quick mules.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
April 05 2010 17:31 GMT
#86
On April 06 2010 01:22 BroOd wrote:
You've got to think about the fast reaper the same way you would think about a very early pool build in brood war. The fact is it's going to get in to your base before you have anything to easily deflect it. The trick is to minimize probe losses. If he gets one or two and then you kill or deflect the reaper, you're fine. If you're losing 5-6 probes every time, you're doing something wrong.

My thought exactly. Cycle workers to draw his reaper into the other mad workers, and just try to stall for the first stalker, which entirely shuts it down. I'm torn on the early zealot.
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 05 2010 20:45 GMT
#87
What if you go forge first and if they 14cc you just cannon rush? :D

But seriously, I think the best you can do is a fast zealot and use pylons to limit reaper movement...
tubs
Profile Joined March 2010
764 Posts
April 05 2010 21:03 GMT
#88
On April 05 2010 23:00 Bane_ wrote:
When I saw this replay I thought of this thread straight away since it's the best example of the reaper rush that I've seen so far. I know from the tourneys they've been having over there that Furion is a very good Protoss player and he takes all the right steps of chrono'ing a zealot, pulling probes to help stop the bunker being built and then getting stalkers to properly deal with the reapers.

Anyway here's the link, just click on the underlined .sc2replay bit to download: http://playxp.com/sc2/replays/view.php?article_id=1933012


Furion vs Flash is the fastest reaper I've ever seen. It's an 8 rax, 8 refinery, 8 orbital command build. Reaper pops out at 3:45!
"Roach dies to immortal and rockit black guy" - Tierdal.thex
pat965
Profile Joined April 2009
Canada274 Posts
Last Edited: 2010-04-05 21:12:56
April 05 2010 21:05 GMT
#89
On April 05 2010 23:00 Bane_ wrote:
When I saw this replay I thought of this thread straight away since it's the best example of the reaper rush that I've seen so far. I know from the tourneys they've been having over there that Furion is a very good Protoss player and he takes all the right steps of chrono'ing a zealot, pulling probes to help stop the bunker being built and then getting stalkers to properly deal with the reapers.

Anyway here's the link, just click on the underlined .sc2replay bit to download: http://playxp.com/sc2/replays/view.php?article_id=1933012


I would assume that is not the real FlaSh, but who is Furion playing against? (i.e. a nick from a previous game, like SC1, War3, etc) - it's a very good reaper rush
hi
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 05 2010 22:19 GMT
#90
Starting to see this in north american server more and more. Terran are bored of opening fast marauder and realised they can get an EVEN BETTER head-start with a fast reaper, plus it's that much more humiliating.

Lol@people suggesting "zealot pressure."
1. The reaper shows up
2. The reaper begins to orbit your nexus and mineral line
3. SCV builds a bunker just out of sight (or in-sight to distract a stalker that pops)
4. Another reaper shows up or a marauder shows up

That's the way it goes with a fast zealot to stalker. No way around it, you will at-best loose 2-3 probes and have to kill a bunker with a reaper in it (leaves you zealot and stalker with low hp). More likely you will have lost a few probes, your zealot, and any buildings in range of the bunker that goes up.

Pretty nasty stuff. That replay is a good example.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
Piousflea
Profile Joined February 2010
United States259 Posts
Last Edited: 2010-04-06 00:09:07
April 06 2010 00:08 GMT
#91
Reapers are in the wrong position in the tech tree. They come out very early, jump past chokes and render melee units useless with speed + range. Such a unit simply should not be buildable so early in the game. They are already ridiculously weak - I have not seen any use of reapers whatsoever beyond the 4-minute cheese. However, because of the above advantages they can still feel overpowering.

IMO, Reapers would be much better with something like this:
- Requires engineering bay
- Nitro Packs must be researched at techlab BEFORE you can build any.
- 55 HP
- Can use stimpack

This would remove the current cheese but make them FAR stronger in the midgame due to stim.
Seek, behold, and reveal the truth
Chen
Profile Joined June 2009
United States6344 Posts
April 06 2010 00:45 GMT
#92
On April 06 2010 01:22 BroOd wrote:
You've got to think about the fast reaper the same way you would think about a very early pool build in brood war. The fact is it's going to get in to your base before you have anything to easily deflect it. The trick is to minimize probe losses. If he gets one or two and then you kill or deflect the reaper, you're fine. If you're losing 5-6 probes every time, you're doing something wrong.

plz explain how to defend a reaper with nothing but probes? orb just showed that fast zlot does absolutely NOTHING. reaper kills it in like 8 seconds then starts ravaging probe line. its the same as vulture vs drones, its not possible to win if they have any semblence of micro.
z]Benny
Profile Joined April 2006
Romania253 Posts
April 06 2010 00:50 GMT
#93
Although not representative at all, I've actually managed to stop this twice when i scouted with my pylon probe and when i found them on first try. I just mess with their barracks and i don't let them build a psy lab either with pylon/cancel or just with the probe. If they chase the probe with scv they screw themselves up even more. While I was doing this one of the terrans wrote "I'm gonna nuke you for this". Lol. He died.

But yeah, I, too, especially on Metalopolis, feel this is pretty overpowered for a rush that's not 6 pool and that actually leaves decent options for midgame. I mean it's an all-in as far as the toss is concerned but without being an all in for the T. So that sucks.
MeditationError
Profile Blog Joined March 2010
Australia60 Posts
April 06 2010 06:49 GMT
#94
You could reduce the reapers speed before the upgrade, to let the zealot make the reaper run around more, and slightly reduce how early they arrive.

It'd be nice if reapers had enough hitpoints that you see a single one made after the 3 minute mark - that might be a nice way to balance the nerf.
Experience is an excellent teacher, but her fees are very high.
roymarthyup
Profile Joined April 2010
1442 Posts
April 06 2010 08:56 GMT
#95
the main thing that makes this imbalanced is not the reaper, its mules


imagine if chrono boost AND comsat stations were removed from the game and then see this strategy... ok find remove chrono boost and mules but keep comsat scan, i dont care, im looking mostly at economy balance here


when the terran cuts probes and doesnt build a depot, he still gets that fast comsat which gives about 6 SCV's once its finished. the mule is 30 per mine and a scv is 5. wow.


so the terran cuts about 3-4 scv's, but he gets a very fast mule

the protoss will always lose 4-5 probes even with a chrono boosted zealot and chrono boosted stalker

so in the end its a terran advantage of 2workers plus the toss spends 250 minerals and time replacing his probes.


if comst and chrono boost were removed, the reaper would still come as fast and the zealot would come out a bit earlier and stalker too but at least the terran wouldnt have his 6 scv's. from the mule. in that scenario the terran would cut 4 scv's and the toss loses 4 probes so its about even





i just personally feel like mule is the best macro mechanic. 4 comsats in the late game, 1 lifts and lands in a yellow mineral location and drops 9 mules. in a minute those 9 mules will give you about 2500 minerals off the yellow crystals which easily pays the 550 mineral cost of the comsat. if the comsat dies who cares you just got 1950 min or 49 marines ... damn





back to reapers. the fix here is to reduce the build time of cyber core by 30 seconds imo, and increase gateway robo build time by 20 seconds each. i also think zealots could use a speedboost on psi or something "just say omg the zealots with their honor for toss omg they get speedboosted in the presence of pylons omg omg" but mostly the improved buildtimes of cyber core would fix the problem
ooni
Profile Blog Joined March 2010
Australia1498 Posts
April 06 2010 12:47 GMT
#96
I reckon, Reapers need engineering bay, but reapers had their build time nerfed (for those who do not remember) because of this very problem. If EB is required the build time should to be changed back to the original build time, making them viable in combat (fast producing infantry). They aren't OPed in combat so that would be a good solution. Plus that will be good transition for reapers in mid game.
Hi!
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 06 2010 13:42 GMT
#97
So I downloaded the replay to watch it before commenting, but Battle.net is down and I can't even watch replays right now. Seriously, this just isn't acceptable.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
April 06 2010 13:57 GMT
#98
Here's an idea, a little out of the box guess. If the problem is waiting for the stalker gets you behind, couldn't you chrono your 1st zealot and counter attack? If he's walled he will have to use scv's and resources to repair and probably will call back the reapers buying you time for 1st stalker. It may require some testing but this could put the terran way behind if he already cut to get the fast reapers. The zeolot will obviously get killed, but it may be enough to neutralize this rush and give you a big economic advantage early.
:)
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
April 06 2010 14:06 GMT
#99
You can block the tech lab but if he proxies the rax and you don't find it in time its still going to do a lot of damage.

On 2 player maps this seems like the most optimal build in TvP. It applies pressure on the toss and forces him to get an early stalker and use his chrono on the gateway. The thing is that this attack also will also make early rushes with maurds even more deadly due to econ damage you suffer. Even if terran is a bit behind on scvs early on they make it up with their macro mechanic.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 06 2010 16:46 GMT
#100
The terran loses as much if not more in economy as the protoss. The bunker varient can be stopped with probes and the first zealot killing the scv that constructs it. You will lose 3 probes at least to 10 rax and 5 at least to 8 rax but the terran 'loses' more scv's by not building them that early.
Perhaps orbital command is slightly too good as it's way better then chrono boost but the strat itself is not that imbalanced.
The reaper however is a ugly design, it's only role is early on as it's too fragile lategame to be of any use. If it had a niche use against some units in big battle's then it could at least be a interesting unit. For example the batrider in wc3, it's a harass unit but also servers in battle by suiciding on cheap flyers (not really effective on higher hp flyers), the reaper should have some role in big battles as well. Perhaps a 'suicide attack' like the baneling but instead of rolling in and doing area of effect damage it could make a suicide jump with the jetpack doing high damage against a single unit so it could take out siege tanks for example.
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 06 2010 16:59 GMT
#101
Are you guys kidding? Reaper is not a problem at all. Massive whine thread, when every good protoss gets their stalker out and stops it with 1 probe loss, if not two, and they're still sort of ahead of T half the time lmao.

and for gods sake, when you make the zealot don't simply chase the reaper with it, use 1-3 probes with the zealot to try to trap it and kill it, then ur stalker comes out chrono boosted and you're fine.
Sup
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
April 06 2010 17:14 GMT
#102
On April 05 2010 19:44 goszar wrote:
Strangely no one is proposing simple solution: lower the build time of Cybernetics core by about 15 seconds. This will help with both Reaper and Marauder issue.


I love this. It's so simple, gdamn. Everyone's talking about "build zealot first" "no go cannon" "no those don't work." If the cyber core build time reduces by that amount, it still gives a terran ~15s to do his harass (making this strategy still somewhat possible) and lets the protoss get his counter unit in earlier. wow. I feel so bad for not having considered this earlier.
Sup.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 06 2010 19:01 GMT
#103
Lowering the Cybernetics Core build time by 15 seconds is not a simple fix as the effects on any game that doesn't involve reaper rushing would have to be considered as well.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 06 2010 23:25 GMT
#104
Lowering cybern. core would be a awful solution, it would entirely speed teching by 15 secs in every matchup, ie 15 secs faster immortal, 15 secs faster void rays etc. It would take out a teching requirement so intrinsic to protoss, way too big a change in my opinion.
If this build is problematic at all, which I doubt it is, the reaper would just have to be adjusted imo. It's just a ugly design at the moment.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 06 2010 23:49 GMT
#105
On April 07 2010 01:59 avilo wrote:
Are you guys kidding? Reaper is not a problem at all. Massive whine thread, when every good protoss gets their stalker out and stops it with 1 probe loss, if not two, and they're still sort of ahead of T half the time lmao.

and for gods sake, when you make the zealot don't simply chase the reaper with it, use 1-3 probes with the zealot to try to trap it and kill it, then ur stalker comes out chrono boosted and you're fine.


You act like 1: Getting a full surround on a reaper does anything because they won't just push the probes out of the way

and 2: like the reaper won't just snipe these probes as he's running.

I've mathematically proven it's impossible to hold off, so please go troll elsewhere, thanks.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 06 2010 23:57 GMT
#106
On April 07 2010 08:49 -orb- wrote:
Show nested quote +
On April 07 2010 01:59 avilo wrote:
Are you guys kidding? Reaper is not a problem at all. Massive whine thread, when every good protoss gets their stalker out and stops it with 1 probe loss, if not two, and they're still sort of ahead of T half the time lmao.

and for gods sake, when you make the zealot don't simply chase the reaper with it, use 1-3 probes with the zealot to try to trap it and kill it, then ur stalker comes out chrono boosted and you're fine.


You act like 1: Getting a full surround on a reaper does anything because they won't just push the probes out of the way

and 2: like the reaper won't just snipe these probes as he's running.

I've mathematically proven it's impossible to hold off, so please go troll elsewhere, thanks.


Orb. Hate to say it, but it's fine. I just checked it myself just to see if I was mistaken, and I'm not.

Always open 10 pylon (9 chrono)/11 gate/13 gas/16 core/17 pylon and save a chrono for your stalker.

If he opens 10/10/11 reaper rush your core finishes as his reaper finishes. On LT on adjacent positions my stalker finished as his reaper entered my base. I lost I think 1 probe.

If he opens a true cheese, 8 rax 8 ref your stalker is going to be about 10 seconds late. Just threaten his reaper with probes if he goes for your pylon, and then once your stalker is out you're fine.

If he's opening with a marauder you can just make a zealot and follow up with a sentry and you're fine.

If you really don't believe me I'll show you in person. I'm on right now.
Half man, half bear, half pig.
ImBa_JaCkAsS
Profile Joined September 2009
Canada200 Posts
April 06 2010 23:59 GMT
#107
I ain't toss player but I think getting one zealot to get off some hits and stalker is better
than no zealot rushing for stalker
5 Pool for late games
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 07 2010 00:23 GMT
#108
On April 07 2010 08:59 ImBa_JaCkAsS wrote:
I ain't toss player but I think getting one zealot to get off some hits and stalker is better
than no zealot rushing for stalker


I think you're wrong.
Half man, half bear, half pig.
Naib
Profile Blog Joined November 2004
Hungary4843 Posts
April 07 2010 00:40 GMT
#109
Orb, the only thing that you've mathematically proven is that US terrans apparently are magically better than the EU ones, as EU Terrans somehow can't pull this build off properly - because it never damaged me / put me behind yet - at all. Or maybe my standard build simply counters this with some micro.

Take your pick!

Proxy rax marauder is another thing, I'll give you that (but we aren't talking about marauders here, are we?).
Complete the cycle!
DreamShake
Profile Joined June 2008
Peru120 Posts
April 07 2010 01:26 GMT
#110
On April 07 2010 08:49 -orb- wrote:
Show nested quote +
On April 07 2010 01:59 avilo wrote:
Are you guys kidding? Reaper is not a problem at all. Massive whine thread, when every good protoss gets their stalker out and stops it with 1 probe loss, if not two, and they're still sort of ahead of T half the time lmao.

and for gods sake, when you make the zealot don't simply chase the reaper with it, use 1-3 probes with the zealot to try to trap it and kill it, then ur stalker comes out chrono boosted and you're fine.


You act like 1: Getting a full surround on a reaper does anything because they won't just push the probes out of the way

and 2: like the reaper won't just snipe these probes as he's running.

I've mathematically proven it's impossible to hold off, so please go troll elsewhere, thanks.


Lol @ mathematically proven its impossible

Oh god I love SC2 beta!!!
Money!!!
FlameSworD
Profile Blog Joined December 2009
United States414 Posts
April 07 2010 01:30 GMT
#111
stall with the zealot til u get a stalker
skyhighftw on iccup
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 07 2010 01:39 GMT
#112
On April 07 2010 10:30 FlameSworD wrote:
stall with the zealot til u get a stalker


Don't open with a zealot.
Half man, half bear, half pig.
Hold-Lurker
Profile Joined October 2007
United States403 Posts
April 07 2010 02:41 GMT
#113
On April 07 2010 08:57 Floophead_III wrote:

Orb. Hate to say it, but it's fine. I just checked it myself just to see if I was mistaken, and I'm not.

Always open 10 pylon (9 chrono)/11 gate/13 gas/16 core/17 pylon and save a chrono for your stalker.

If he opens 10/10/11 reaper rush your core finishes as his reaper finishes. On LT on adjacent positions my stalker finished as his reaper entered my base. I lost I think 1 probe.

If he opens a true cheese, 8 rax 8 ref your stalker is going to be about 10 seconds late. Just threaten his reaper with probes if he goes for your pylon, and then once your stalker is out you're fine.

If he's opening with a marauder you can just make a zealot and follow up with a sentry and you're fine.

If you really don't believe me I'll show you in person. I'm on right now.


Uhhh.. this doesn't make sense to me. How would you know if he's going reaper vs. marauder and therefore be able to get stalker or zealot/sentry before seeing the unit pop up? By the time you see it, you must have already committed to one or the other?
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
April 07 2010 03:11 GMT
#114
On April 07 2010 09:40 Naib wrote:
Orb, the only thing that you've mathematically proven is that US terrans apparently are magically better than the EU ones, as EU Terrans somehow can't pull this build off properly - because it never damaged me / put me behind yet - at all. Or maybe my standard build simply counters this with some micro.

Take your pick!

Proxy rax marauder is another thing, I'll give you that (but we aren't talking about marauders here, are we?).

So what is "your build" then? If it's opening zeal first, I'm pretty sure its been said that it might work to stall for stalker, but you still will probably lose probes if terran can micro AND you're in big trouble vs aggressive marauder openings.
GANDHISAUCE
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 07 2010 03:42 GMT
#115
On April 07 2010 11:41 Hold-Lurker wrote:
Show nested quote +
On April 07 2010 08:57 Floophead_III wrote:

Orb. Hate to say it, but it's fine. I just checked it myself just to see if I was mistaken, and I'm not.

Always open 10 pylon (9 chrono)/11 gate/13 gas/16 core/17 pylon and save a chrono for your stalker.

If he opens 10/10/11 reaper rush your core finishes as his reaper finishes. On LT on adjacent positions my stalker finished as his reaper entered my base. I lost I think 1 probe.

If he opens a true cheese, 8 rax 8 ref your stalker is going to be about 10 seconds late. Just threaten his reaper with probes if he goes for your pylon, and then once your stalker is out you're fine.

If he's opening with a marauder you can just make a zealot and follow up with a sentry and you're fine.

If you really don't believe me I'll show you in person. I'm on right now.


Uhhh.. this doesn't make sense to me. How would you know if he's going reaper vs. marauder and therefore be able to get stalker or zealot/sentry before seeing the unit pop up? By the time you see it, you must have already committed to one or the other?


There's this nifty unit called the probe. You send it out to see what the other player is doing. If he's doing a rax first build he won't make a marine to kill your probe off, so you can happily park it and wait for whatever comes out. If he does make a marine, you can make whatever you want cause he's already 25 seconds late.
Half man, half bear, half pig.
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
April 07 2010 03:43 GMT
#116
i think you have to scout on 8, gate on 12 and make a zealot first as your standard build when you see a fast reactor. chrono both the zealot and the stalker in full. and you force the reaper to try and micro the zealot (which will be lost) but you should have your stalker out by about the time the zealot is ready to die with at most 1 or 2 probe losses. losing a zealot and 2 probes (and i guess another probe due to not chrono'ing your nexus) is probably about a break even proposition considering what he had to sacrifice in scvs/mule to get a reaper this fast
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
April 07 2010 04:04 GMT
#117
On April 07 2010 12:42 Floophead_III wrote:
Show nested quote +
On April 07 2010 11:41 Hold-Lurker wrote:
On April 07 2010 08:57 Floophead_III wrote:

Orb. Hate to say it, but it's fine. I just checked it myself just to see if I was mistaken, and I'm not.

Always open 10 pylon (9 chrono)/11 gate/13 gas/16 core/17 pylon and save a chrono for your stalker.

If he opens 10/10/11 reaper rush your core finishes as his reaper finishes. On LT on adjacent positions my stalker finished as his reaper entered my base. I lost I think 1 probe.

If he opens a true cheese, 8 rax 8 ref your stalker is going to be about 10 seconds late. Just threaten his reaper with probes if he goes for your pylon, and then once your stalker is out you're fine.

If he's opening with a marauder you can just make a zealot and follow up with a sentry and you're fine.

If you really don't believe me I'll show you in person. I'm on right now.


Uhhh.. this doesn't make sense to me. How would you know if he's going reaper vs. marauder and therefore be able to get stalker or zealot/sentry before seeing the unit pop up? By the time you see it, you must have already committed to one or the other?


There's this nifty unit called the probe. You send it out to see what the other player is doing. If he's doing a rax first build he won't make a marine to kill your probe off, so you can happily park it and wait for whatever comes out. If he does make a marine, you can make whatever you want cause he's already 25 seconds late.


and if he proxied it then how will you know? There is a good chance you won't find the proxy every time. More often than not you won't find it.
Hwaseung Oz fan for life. Swing out, always swing out.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 07 2010 04:53 GMT
#118
If he's proxying you'll know he's either going reaper or mara because he'll have gas and honestly it comes down to scouting and guesswork. Proxying is pretty allin cheese. I don't think Orb is talking about vs proxying players anyways.

There are always going to be cheeses that are difficult to stop 100% of the time. However, more often than not you should be fine stalker first. Remember, before stim, stalkers are even to marauders, and with probes involved, will beat marauders easily.
Half man, half bear, half pig.
theon.vbn
Profile Joined March 2010
United States5 Posts
April 07 2010 06:23 GMT
#119
this might be a side note, but i find it funny how by "micro" everyone just meant selecting the 1 zealot and 3 probes and right click on that reaper while you chrono that stalker...
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 07 2010 06:59 GMT
#120
lol at "I've mathematically proven it's impossible to hold off, so please go troll elsewhere, thanks." ROFL orb.

On April 07 2010 12:43 BigBalls wrote:
i think you have to scout on 8, gate on 12 and make a zealot first as your standard build when you see a fast reactor. chrono both the zealot and the stalker in full. and you force the reaper to try and micro the zealot (which will be lost) but you should have your stalker out by about the time the zealot is ready to die with at most 1 or 2 probe losses. losing a zealot and 2 probes (and i guess another probe due to not chrono'ing your nexus) is probably about a break even proposition considering what he had to sacrifice in scvs/mule to get a reaper this fast


yep
Sup
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
April 07 2010 07:11 GMT
#121
On April 07 2010 08:57 Floophead_III wrote:
Show nested quote +
On April 07 2010 08:49 -orb- wrote:
On April 07 2010 01:59 avilo wrote:
Are you guys kidding? Reaper is not a problem at all. Massive whine thread, when every good protoss gets their stalker out and stops it with 1 probe loss, if not two, and they're still sort of ahead of T half the time lmao.

and for gods sake, when you make the zealot don't simply chase the reaper with it, use 1-3 probes with the zealot to try to trap it and kill it, then ur stalker comes out chrono boosted and you're fine.


You act like 1: Getting a full surround on a reaper does anything because they won't just push the probes out of the way

and 2: like the reaper won't just snipe these probes as he's running.

I've mathematically proven it's impossible to hold off, so please go troll elsewhere, thanks.


Orb. Hate to say it, but it's fine. I just checked it myself just to see if I was mistaken, and I'm not.

Always open 10 pylon (9 chrono)/11 gate/13 gas/16 core/17 pylon and save a chrono for your stalker.

If he opens 10/10/11 reaper rush your core finishes as his reaper finishes. On LT on adjacent positions my stalker finished as his reaper entered my base. I lost I think 1 probe.

If he opens a true cheese, 8 rax 8 ref your stalker is going to be about 10 seconds late. Just threaten his reaper with probes if he goes for your pylon, and then once your stalker is out you're fine.

If he's opening with a marauder you can just make a zealot and follow up with a sentry and you're fine.

If you really don't believe me I'll show you in person. I'm on right now.


Agreed with floophead. Orb, you got me excited about trying reaper openings again when I saw this thread, but was very disappointed to find out that 9 rax 9 gas 11 depot got me a reaper to his base a second or two before his stalker popped out -_- wonderful. Reaper openings blow TvP.
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 07 2010 07:21 GMT
#122
On April 07 2010 16:11 AcrossFiveJulys wrote:
Show nested quote +
On April 07 2010 08:57 Floophead_III wrote:
On April 07 2010 08:49 -orb- wrote:
On April 07 2010 01:59 avilo wrote:
Are you guys kidding? Reaper is not a problem at all. Massive whine thread, when every good protoss gets their stalker out and stops it with 1 probe loss, if not two, and they're still sort of ahead of T half the time lmao.

and for gods sake, when you make the zealot don't simply chase the reaper with it, use 1-3 probes with the zealot to try to trap it and kill it, then ur stalker comes out chrono boosted and you're fine.


You act like 1: Getting a full surround on a reaper does anything because they won't just push the probes out of the way

and 2: like the reaper won't just snipe these probes as he's running.

I've mathematically proven it's impossible to hold off, so please go troll elsewhere, thanks.


Orb. Hate to say it, but it's fine. I just checked it myself just to see if I was mistaken, and I'm not.

Always open 10 pylon (9 chrono)/11 gate/13 gas/16 core/17 pylon and save a chrono for your stalker.

If he opens 10/10/11 reaper rush your core finishes as his reaper finishes. On LT on adjacent positions my stalker finished as his reaper entered my base. I lost I think 1 probe.

If he opens a true cheese, 8 rax 8 ref your stalker is going to be about 10 seconds late. Just threaten his reaper with probes if he goes for your pylon, and then once your stalker is out you're fine.

If he's opening with a marauder you can just make a zealot and follow up with a sentry and you're fine.

If you really don't believe me I'll show you in person. I'm on right now.


Agreed with floophead. Orb, you got me excited about trying reaper openings again when I saw this thread, but was very disappointed to find out that 9 rax 9 gas 11 depot got me a reaper to his base a second or two before his stalker popped out -_- wonderful. Reaper openings blow TvP.


yeh, the reaper openings are not so sexy or imba as this thread tries to make em out to be.

People seem to be making it out as if it's a freewin, when really most of the time it's all-inish (8 rax especially) and they can stop a 10rax no prob with losing at most 1-2 probes and P economy is still almost ahead of T, except for a mule.
Sup
Hold-Lurker
Profile Joined October 2007
United States403 Posts
April 07 2010 07:50 GMT
#123
On April 07 2010 12:42 Floophead_III wrote:

There's this nifty unit called the probe. You send it out to see what the other player is doing. If he's doing a rax first build he won't make a marine to kill your probe off, so you can happily park it and wait for whatever comes out. If he does make a marine, you can make whatever you want cause he's already 25 seconds late.


Does that timing work? You can wait until you see a marauder pop out before you build your zealot AND still get your sentry after the zealot out on time to fight the marauder? That doesn't sound right, but I'll test it tomorrow.
willeesmalls
Profile Joined March 2010
United States477 Posts
Last Edited: 2010-04-07 08:12:41
April 07 2010 08:06 GMT
#124
If you 11 gate/cyber core immediately, I'm fairly sure if they proxy 8 barrack outside your base on blistering sands the reaper will get a ton of kills.

If they don't proxy, it's fairly easy to hold off reaper with probes + zealot until stalker, you might lose 1-2 probes but u end up with the advantage.

I haven't tried defending it vs proxy rax, but from the newest Phobos vs Demuslim game it looks a little imbalanced. Terran should have a larger disadvantage economically, but the mule is ridiculous.

I say decrease gateway build time by 5 seconds, cybernetics build time by 5 seconds. Good micro can take care of the rest.
Ocedic
Profile Joined April 2010
United States1808 Posts
April 07 2010 08:27 GMT
#125
This [H] thread seems less about getting help and more whining about a nonexistent class imbalance.

Numerous people have already told you how to counter this strat. Zealot + probe surround with a chrono boosted stalker. At most you should lose 2 probes, which is far less than what the T gave up to rush the reaper.
milly9
Profile Joined May 2007
Canada325 Posts
April 07 2010 08:49 GMT
#126
Tell me exactly how to fight off 2 Reapers in your base in 2v2 when you're against two Terrans as Protoss please. This strat works 100% of the time, there is no protoss counter, you simply suck it up and deal with your probe losses. That is dumb.
then i stick my treasures in a treehole
Bane_
Profile Joined October 2005
United Kingdom494 Posts
April 07 2010 11:14 GMT
#127
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?
fspikec
Profile Joined March 2010
United States30 Posts
Last Edited: 2010-04-07 11:32:15
April 07 2010 11:31 GMT
#128
Realistically you can get your Cyber core (completed) @ 3:45ish at earliest unless you stop building probes at some point. And that would be a very bad thing as T economy is better than P's (due to mules).

If you see stalkers before the 4:00 mark, the P has gimped themselves on probes and their economy is extremely weak.
lings? again? sigh...
StriverzG
Profile Joined March 2010
United States115 Posts
April 09 2010 06:20 GMT
#129
Good post. I was wondering about this myself. I got 10 rax'ed reapered and focused on getting the stalker out ASAP and it was still a little late. however i did go forge+cannon after building core and it held off, but then he expanded....and gg 10 mins later

blizzard needs to fix this
Sun Tzu once said..
thez
Profile Joined August 2003
Canada65 Posts
Last Edited: 2010-04-09 16:33:39
April 09 2010 16:32 GMT
#130
GOD i love doing this vs toss. Right now stall him with your zeal till stalker comes out. And chrono to speed up stalker. It's kinda crapy, i know, but it's the best we can do for now unless blizz changes it. The best is proxy barracks reaper harrass. I've raped toss more than once with that build Doesn't work against zerg tho.. lol
PS. I havn't explored cannons yet..?
NonFactor
Profile Blog Joined January 2009
Sweden698 Posts
April 09 2010 16:40 GMT
#131
I don't even play Toss fulltime and I don't struggle with this. I lost to this once and I haven't since cuz' I learned and since then it's been fine.

Like many people mentioned, you can easily have 1 zealot ready to chase him around, and your stalker pops out a few seconds later. Don't see what the problem is. Just be smart with your Stalker and don't get tricked by the reaper moving awhile while the second reaper hops to your mineral line.

Losing one or two probes is normal, and it doesen't really matter considering his eco is also slightly weaker due to his earlier rax, earlier gas etc.
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
April 09 2010 16:58 GMT
#132
I used to think this was easy, but yesterday I finally played a game where the douche did the super fast (8rax or sooner) reaper rush.. and it was that map where it was 4 corners with the higher cliffs outside of your base, so not only did his first reaper get there way before my first stalker and killed 2-3 probes, but then his reapers were on high cliffs in range of one of my pylons, so he was able to kill that..

He continued with reapers, got about 10 of them, which sure cant compete with my army 1v1, but since this map has high cliffs instead of low cliffs, he just stayed above there (the part blocked by 2 rock barriers) and if I tried to go counter his expo, he just jumped in to my base and took out what he could.. I was stuck in my base.

Then, I got 2 cannons up which would stop the harass and then I went to deal damage to him, but by that time he had mass marauders and of course since marauders are still gay, my army was dead in seconds (with his reapers coming in behind)..

I really dont think theres anything a protoss could do on this map.. thankfully its only one map, every other map reapers dont have that kind of mobility/cliffs to dominate so much. But still really lame.
Canada Gaming ~~ The-Feared
threehundred
Profile Joined July 2009
Canada911 Posts
Last Edited: 2010-04-09 17:16:05
April 09 2010 17:15 GMT
#133
On April 10 2010 01:58 Skyze wrote:
I used to think this was easy, but yesterday I finally played a game where the douche did the super fast (8rax or sooner) reaper rush.. and it was that map where it was 4 corners with the higher cliffs outside of your base, so not only did his first reaper get there way before my first stalker and killed 2-3 probes, but then his reapers were on high cliffs in range of one of my pylons, so he was able to kill that..

He continued with reapers, got about 10 of them, which sure cant compete with my army 1v1, but since this map has high cliffs instead of low cliffs, he just stayed above there (the part blocked by 2 rock barriers) and if I tried to go counter his expo, he just jumped in to my base and took out what he could.. I was stuck in my base.

Then, I got 2 cannons up which would stop the harass and then I went to deal damage to him, but by that time he had mass marauders and of course since marauders are still gay, my army was dead in seconds (with his reapers coming in behind)..

I really dont think theres anything a protoss could do on this map.. thankfully its only one map, every other map reapers dont have that kind of mobility/cliffs to dominate so much. But still really lame.


just for that map then (kulas i'm guessing) go with a quick robo for an OBSERVER right after you build stalkers and defend the initial reaper. problem solved!
KimTaeyeon MEDIC MU fighting! ^^;;
p1ng
Profile Joined February 2010
Germany53 Posts
April 09 2010 22:51 GMT
#134
On April 10 2010 02:15 threehundred wrote:
Show nested quote +
On April 10 2010 01:58 Skyze wrote:
I used to think this was easy, but yesterday I finally played a game where the douche did the super fast (8rax or sooner) reaper rush.. and it was that map where it was 4 corners with the higher cliffs outside of your base, so not only did his first reaper get there way before my first stalker and killed 2-3 probes, but then his reapers were on high cliffs in range of one of my pylons, so he was able to kill that..

He continued with reapers, got about 10 of them, which sure cant compete with my army 1v1, but since this map has high cliffs instead of low cliffs, he just stayed above there (the part blocked by 2 rock barriers) and if I tried to go counter his expo, he just jumped in to my base and took out what he could.. I was stuck in my base.

Then, I got 2 cannons up which would stop the harass and then I went to deal damage to him, but by that time he had mass marauders and of course since marauders are still gay, my army was dead in seconds (with his reapers coming in behind)..

I really dont think theres anything a protoss could do on this map.. thankfully its only one map, every other map reapers dont have that kind of mobility/cliffs to dominate so much. But still really lame.


just for that map then (kulas i'm guessing) go with a quick robo for an OBSERVER right after you build stalkers and defend the initial reaper. problem solved!


Or how about killing the rocks? I've heared about the possibility to split your army since Stalkers rape Reapers...
This thread is just useless, even if you lose 2-3 probes to a 8/9 Rax/Reaper you are still ahead economicly. I'm experimenting with reaper(+boost) against zeals in fights but they are so gas-heavy that you cant get some EMP's or Mech out too (early).
thez
Profile Joined August 2003
Canada65 Posts
April 10 2010 17:58 GMT
#135
LOL this is payback for all those years protoss would go 4 goon/range and break the wall. GO TERRAN !
Louder
Profile Blog Joined September 2002
United States2276 Posts
April 10 2010 18:04 GMT
#136
When I proxy 10 rax reaper, Protoss who went 10 gate , core before first zealot ( a safe and economical opening ) have a zealot out as the reaper arrives, and they chase, while building a stalker with boost. Stalkers are RIDICULOUSLY faster than reapers, so once it's out you have to leave the base or lose the reaper. I don't see how this is a problem for anyone at all.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 10 2010 18:13 GMT
#137
On April 11 2010 03:04 Louder wrote:
When I proxy 10 rax reaper, Protoss who went 10 gate , core before first zealot ( a safe and economical opening ) have a zealot out as the reaper arrives, and they chase, while building a stalker with boost. Stalkers are RIDICULOUSLY faster than reapers, so once it's out you have to leave the base or lose the reaper. I don't see how this is a problem for anyone at all.


If you 10gate you're way behind economically.

Then if your opponent didn't happen to proxy reapers and you 10 gated you're even farther behind, and it's impossible to scout it early enough to decide whether to 10gate or not.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 10 2010 18:20 GMT
#138
On April 03 2010 23:50 -orb- wrote:
Show nested quote +
On April 03 2010 12:49 SirNeb wrote:
reapers are already pretty much useless, if you nerf it anymore, might as well just take them out of the game. They are pretty much just somewhat useful when the armies are very small.

I personally think they should rethink the balance of reaper in general so they are useful in practical manners, not just some cheese.


First off, I have to disagree with you there. Maybe it's only because we're 2v2ing but often when I 2v2 random and get Terran I will mass reaper for fun. You can run into someone's base and 2shot a nexus with not too many of them and there's literally absolutely nothing your opponent can do to stop it. Every time I mass reapers I convince myself of how OP they are vs buildings.

In any case, I don't think reapers need a nerf, I think the tech lab needs a nerf. They should put the cost back up to where it was and make it take like 10 seconds longer.

yeah longer build time if this is a unsolvable problem. reapers are very strong 30 dmg. I massed like 20 reapers, 20 marines, 20 marauders, ahahah wat fun!
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
roemy
Profile Joined April 2010
Germany432 Posts
April 10 2010 18:40 GMT
#139
meh...
if only the reaper made sense any time after that
rock is fine.. paper could need a buff, but scissors have to be nerfed
Bash
Profile Joined August 2007
Finland1533 Posts
April 10 2010 18:46 GMT
#140
Yeah I seem to face this every single game now, it gets even better when the Terran proxys.

I really love these reactions by terrans getting into defensive mode about this and saying you only get like 2 probes or that you get units out in time to fight this, either you don't know what build this thread discusses (and thus shouldn't be posting) or you're lying to further your agenda of anti-balance in the beta (lol).

This thing kills A TON of probes no matter what the toss does, you can see the numbers right in the goddamn OP, 30 seconds is a long time for a reaper to be having a field day. The question is whether it's imbalanced (is the damage dealt by this in line with the sacrifice the terran is making to achieve this.
I can't sing and I can't dance, but still I know how to clap my hands.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
April 10 2010 20:00 GMT
#141
Yea I think the timing on the reapers is too fast. But on the other hand, protoss micro COULD improve to fend of the first reaper. Your stalker HAS to pop out by the time the second reaper comes.
fatduck
Profile Joined April 2010
United States148 Posts
April 12 2010 01:06 GMT
#142
This is all the rage in 2v2 right now (though I'm only in gold) - two reapers in your base this early is completely brutal. I wish I had a good answer for you, but I've just stopped playing Protoss for now :/
good sir, you appear to be somewhat lacking in intelligence. please refrain from posting until this is remedied, since it renders your opinions slightly less than correct and has a tendency to irritate more informed forum-goers
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 12 2010 04:28 GMT
#143
I've tested this and if you go 10pylon 11gate you will get a stalker out in time against a 10rax.

But if the Terran goes 8rax or 8rax proxy, the reaper will have at LEAST 10 seconds worth of free shots at your probes. That means they can kill at LEAST 2 probes (if they have horrible micro or are just dumb), which pretty much pays for the reaper. To make things worse, they won't even be behind if you fend it off because they can just float their rax back to their base. Sure, they lose a 50/25 tech lab, but it's really not all that much loss. Especially since Protoss was forced to go for a less-than-optimal build in the first place.
aLt)nirvana
Profile Blog Joined September 2004
Singapore846 Posts
April 12 2010 04:58 GMT
#144
u dont have to cut probes besides making your gateway on 10.

save chrono for ur 2 units obv - make a zealot first to stall the reaper for 20 seconds and then u will have ur stalker and will be way ahead econ wise ez game
sc2sea.com - The SEA / ANZ community
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 12 2010 07:21 GMT
#145
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
Half man, half bear, half pig.
SevenAteNine
Profile Joined February 2010
126 Posts
April 12 2010 11:54 GMT
#146
vs terran build a zealot as your core is warping and try building your pylon/tech in a way to try and deny movement
omnomnomnom
RoosterSamurai
Profile Blog Joined March 2010
Japan2108 Posts
April 12 2010 13:30 GMT
#147
4 reapers can kill a stalker without losing any of the 4 if they are microed properly. 4 stalkers can kill a stalker with only 1 loss if they are not microed. Same goes for a queen. So even if the protoss player built 1 stalker, the reapers would kill it and go back to work on the mineral line while the protoss player has to wait for their second stalker to warp in . That is, of course, assuming that the reapers haven't knocked out your pylon and powered down your gateway. Reaper rush can be a very dangerous thing, and speaking as a terran main that loves to use this strategy, I know.
Skaff
Profile Joined February 2010
United States240 Posts
April 12 2010 13:40 GMT
#148
On April 03 2010 02:54 AltCtrlDel wrote:
The Zealots should have a burst sprint ability (With cool down timer, not lasting too long) from the beginning to balance it out in this rush scenario or any .. just enough to track down a Reaper and at least combat it .. (Then if you wanted to after then "research" the ability that it currently has in the game) Reaper could micro skillfully to try and battle 2 or 3 Zeal's off which would be fair. <-- My 2 cents.. =X


What?
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 12 2010 13:40 GMT
#149
Seriously, if the Terran goes 8 rax he's behind so he'd BETTER get some probe kills with this strat.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 12 2010 13:56 GMT
#150
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
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
April 12 2010 14:23 GMT
#151
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


In PvT...

1) 9 pylon, scout with probe
2) standard 12 gate - do you see a rax missing? lack of scv's with a fast gas? slow depot? get gas at 12 + core at 13, cutting probes as you see fit (that's how I do it).
3) Chrono a zealot, and build a pylon. Move your zealot to the most obvious/common reaper spot (even if the rax is proxied). If the reaver does absolutely no damage, you're ahead. It will take at least 1-2 hits if you do this properly and he jumps up into the zealot, and he'll have to kite it while your stalker comes out chronoboosted.
4) You are now ahead, and you can take the game.

I 9 pylon scout in all my PvT's, and haven't had had a problem with this rush since I started reacitng this way.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 12 2010 15:16 GMT
#152
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


I don't even know why I bother... you're possibly the most stubborn player on all of TL. I don't even think you need to go zealot before stalker unless it's proxied. The stalker will pop out basically as that reaper enters your base WITHOUT probe cutting. I just do 10/11 pylon/gate every game and it works out great. I don't understand why you can't deal with something this simple.
Half man, half bear, half pig.
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
Last Edited: 2010-04-12 17:06:25
April 12 2010 17:04 GMT
#153
On April 13 2010 00:16 Floophead_III wrote:
Show nested quote +
On April 12 2010 22:56 -orb- wrote:
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


I don't even know why I bother... you're possibly the most stubborn player on all of TL. I don't even think you need to go zealot before stalker unless it's proxied. The stalker will pop out basically as that reaper enters your base WITHOUT probe cutting. I just do 10/11 pylon/gate every game and it works out great. I don't understand why you can't deal with something this simple.

-orb- explained how this doesn't work in the OP, which actually had content in it, about exactly why the reaper arrives well before the stalker, involving both build time analysis and several dedicated testing matches. Your response: "I 10/11 every game and it works great."

I suspect the real reason you don't understand -orb- because you didn't read any of his posts.
But why?
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
April 12 2010 17:28 GMT
#154
then stop going fucking 9/13 or build a zealot to take hits while your stalker is building.
xBillehx
Profile Blog Joined June 2009
United States1289 Posts
Last Edited: 2010-04-12 17:40:45
April 12 2010 17:40 GMT
#155
I've gotten a stalker out in time when a terran player 6 barracks-refinery-Reaper'd me. The reaper had maybe 10ish seconds of free time in my base but I did have a zealot and 6 probes chasing him so he had no time to stop and attack. (and if he did the attacks went to the zealot) Meanwhile my chronoboosted stalker popped out and I was Reaper free. If I can get a stalker out (8 pylon > gate > refinery > core > Zealot >stalker right when core is done) when Terran tries to get a reaper the fastest possible against me, then I can't understand how 10 barracks would make it harder.

edit: I lost no probes to the Reaper either.
Taengoo ♥
Chill
Profile Blog Joined January 2005
Calgary25979 Posts
April 12 2010 18:03 GMT
#156
On April 05 2010 17:11 Lz wrote:
Show nested quote +
On April 04 2010 05:04 sikatrix wrote:
build a zealot and micro probes while you chrono your stalker. You seriously whining about this? good god

my thoughts.
this is how people stop this when i do it.

lol same, just buy time with a few probes and a zealot tanking while you chrono a stalker.
Moderator
AncienTs
Profile Joined March 2010
Japan227 Posts
April 12 2010 18:13 GMT
#157
It's map imbalance mostly, I think. e.g. Metalopolis...
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
earky
Profile Joined March 2010
United States87 Posts
April 12 2010 19:06 GMT
#158
If you scout and see this, he obviously would not have sealed due to the delayed supply depot. Keep a probe in his base, maybe steal a vespene or throw up a pylon, cancel if the reaper doesn't take it as bait, loiter where the tech lab would be, trying to keep him from doing this cheese as quickly as possible, and chrono the stalker. Place the Stalker at the obvious reaper entry point.

Just trying to think outside the the box.
I'm a graphic designer, PM me and I'll gladly help you out!
NightOne
Profile Joined March 2010
Canada215 Posts
April 12 2010 19:16 GMT
#159
don't go 13-14 gate and u won't have this problem...
NightOne
Profile Joined March 2010
Canada215 Posts
April 12 2010 19:18 GMT
#160
On April 07 2010 08:49 -orb- wrote:
Show nested quote +
On April 07 2010 01:59 avilo wrote:
Are you guys kidding? Reaper is not a problem at all. Massive whine thread, when every good protoss gets their stalker out and stops it with 1 probe loss, if not two, and they're still sort of ahead of T half the time lmao.

and for gods sake, when you make the zealot don't simply chase the reaper with it, use 1-3 probes with the zealot to try to trap it and kill it, then ur stalker comes out chrono boosted and you're fine.


You act like 1: Getting a full surround on a reaper does anything because they won't just push the probes out of the way

and 2: like the reaper won't just snipe these probes as he's running.

I've mathematically proven it's impossible to hold off, so please go troll elsewhere, thanks.



you've mathematically proven that you can't see any variables outside your own equation... as already stated on this thread, it is possible to hold off and just because you can't do it doesn't mean its mathematically impossible, please stop your own trolling
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
April 12 2010 19:44 GMT
#161
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)
"We have unfinished business, I and he."
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 12 2010 19:48 GMT
#162
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.
Half man, half bear, half pig.
Aesir.logon
Profile Joined February 2010
United States7 Posts
April 12 2010 20:10 GMT
#163
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.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 12 2010 20:23 GMT
#164
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.
Half man, half bear, half pig.
AncienTs
Profile Joined March 2010
Japan227 Posts
April 12 2010 20:56 GMT
#165
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..
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
Apexplayer
Profile Joined September 2009
United States406 Posts
April 12 2010 21:00 GMT
#166
I'm sorry, but is there a reason the sentry requires the cyber? Why not cut that then make the force field research able.
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
Last Edited: 2010-04-12 21:11:30
April 12 2010 21:10 GMT
#167
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.
"We have unfinished business, I and he."
insignia
Profile Blog Joined March 2010
Bulgaria10 Posts
Last Edited: 2010-04-13 04:53:54
April 13 2010 04:53 GMT
#168
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
aquanda
Profile Joined January 2003
United States477 Posts
April 13 2010 05:00 GMT
#169
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).
BigDatez
Profile Joined April 2010
Canada434 Posts
April 13 2010 06:03 GMT
#170
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?
Video games > sex (Proven fact)
BigDatez
Profile Joined April 2010
Canada434 Posts
April 13 2010 06:06 GMT
#171
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?
Video games > sex (Proven fact)
merz
Profile Blog Joined July 2004
Sweden2760 Posts
April 13 2010 06:47 GMT
#172
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.
Winners never quit, quitters never win.
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
April 13 2010 06:53 GMT
#173
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.
Waffles
Profile Blog Joined July 2009
Romania605 Posts
April 13 2010 06:55 GMT
#174
i think the unupgraded speed needs to be reduced so the travel time can be extended
Nuclear
Profile Joined July 2009
Bulgaria17 Posts
April 13 2010 07:37 GMT
#175
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).
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
April 13 2010 07:41 GMT
#176
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
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 13 2010 07:50 GMT
#177
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
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
insignia
Profile Blog Joined March 2010
Bulgaria10 Posts
April 13 2010 09:05 GMT
#178
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
Paladia
Profile Joined August 2003
802 Posts
Last Edited: 2010-04-13 11:30:04
April 13 2010 10:53 GMT
#179
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 can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 13 2010 13:07 GMT
#180
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.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Paladia
Profile Joined August 2003
802 Posts
Last Edited: 2010-04-13 14:09:55
April 13 2010 14:09 GMT
#181
On April 13 2010 22:07 Osmoses wrote:
Show nested quote +
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.

The only way I've found to beat it is going 10 Gate (or even earlier) and rush to stalkers while using zealots / probes to defend but even then the failure rate is high. Not to mention I have to do it blindly, so if they don't go the rush I'm behind from the get go.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
gavss
Profile Joined February 2010
Turkey94 Posts
April 13 2010 14:16 GMT
#182
you have to build a barracks, a tech lab, a refinery and a supply depot to do a reaper rush. it is too expensive. you cut scv production and protoss doubles your supply with chrono boost.

terran is so behind in scv and supply count that it will be really hard to win if protoss loses 2-3 probes. protoss players lose it in their heads.

if protoss and zerg continues whining like this. every unit will own terran in the next patch. collossus, immortal, high templar, mass tier1 units, broodlord, mutalisk, baneling. terran unit and building build times are becoming ridiculous. upgrades are becoming ridiculous. terran is already hard to play.

we will all say gg in patch 9 when we enter the game. marauders and reapers will dance and start shooting with an upgrade
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 13 2010 14:20 GMT
#183
i love when people talk about supply count for probes as if the MULE doesn't exist
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
gavss
Profile Joined February 2010
Turkey94 Posts
Last Edited: 2010-04-13 14:30:01
April 13 2010 14:29 GMT
#184
build a zealot and buy time with your probes until you get a stalker. you will lose 1 or 2 probes and own terran easily because terran doesn't have an economy if the rush fails.

terran doesn't wall in before tech lab. you can scout easily. if you don't scout and build 2 gates or skip zealot you will get owned of course.

try that. even bronze league players with 30 apm can do that.
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
April 13 2010 14:36 GMT
#185
On April 13 2010 23:29 gavss wrote:
build a zealot and buy time with your probes until you get a stalker. you will lose 1 or 2 probes and own terran easily because terran doesn't have an economy if the rush fails.

terran doesn't wall in before tech lab. you can scout easily. if you don't scout and build 2 gates or skip zealot you will get owned of course.

try that. even bronze league players with 30 apm can do that.


orb is just trolling his thread now, I think it should be closed as we have enough feedback/counters/advice to this TvP opening.
duckhunt
Profile Joined June 2009
Canada311 Posts
April 13 2010 14:41 GMT
#186
yea... all you have to do is micro good and you will stop it, thx for question
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 13 2010 14:43 GMT
#187
On April 13 2010 23:20 -orb- wrote:
i love when people talk about supply count for probes as if the MULE doesn't exist


Hey orb, I feel kind of bad for not recognizing the real problem. I know what you really need. I heard you can get some at this site: http://www.tampax.com/en-US/home/home.aspx
Half man, half bear, half pig.
NightOne
Profile Joined March 2010
Canada215 Posts
April 13 2010 14:48 GMT
#188
On April 13 2010 23:20 -orb- wrote:
i love when people talk about supply count for probes as if the MULE doesn't exist


i love when people talk about MULE imbalance as if chronoboost doesn't exist...


/agreed with antimage that orb is just trolling this thread now since he can't exactly whine that its impossible to beat anymore, guess he learned how to do math or something..

somebody close thread please
gavss
Profile Joined February 2010
Turkey94 Posts
Last Edited: 2010-04-13 14:51:10
April 13 2010 14:49 GMT
#189
you don't build mule when you 10 rax 10 ref rush because you need a supply depot and you need to build reapers. this topic is getting ridiculous.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-04-13 14:52:19
April 13 2010 14:50 GMT
#190
Holding off Reaper with loosing next to nothing is quite easy, I'd go for 9pylon, then always in between 2 chronoboosted probes Gateway, then assim, then Pylon, then w8 till gateway finishes and Core. safe a chronoboost for first Stalker et voilà - BO win against any sort of Proxy-Reaper ^^'

What I think is much mroe annoying are T wallin's with some Marauder in front and maybe a Bunker when you try to pressure him that mass up 4 Reaper with Speed-Upgrade that hop in your base when you try to push out - extremely hard to deal with, especially on Maps like Kulas, DO, LT and Metalopolis.

Proxy-Reapers are quite bad though. If P goes for a now quite standard fast Stalker, you are way behind... ^^'
https://soundcloud.com/thesamplethief
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 13 2010 14:53 GMT
#191
On April 13 2010 23:48 NightOne wrote:
Show nested quote +
On April 13 2010 23:20 -orb- wrote:
i love when people talk about supply count for probes as if the MULE doesn't exist


i love when people talk about MULE imbalance as if chronoboost doesn't exist...


/agreed with antimage that orb is just trolling this thread now since he can't exactly whine that its impossible to beat anymore, guess he learned how to do math or something..

somebody close thread please


What, you can't do simple addition?

Dumb fuck go check the math in the OP

I'm not the retard that keeps bumping this from the 3rd page of the strategy forum, don't look at me
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
CheeC[h]
Profile Joined August 2009
United States137 Posts
April 13 2010 14:54 GMT
#192
On April 13 2010 23:43 Floophead_III wrote:
Show nested quote +
On April 13 2010 23:20 -orb- wrote:
i love when people talk about supply count for probes as if the MULE doesn't exist


Hey orb, I feel kind of bad for not recognizing the real problem. I know what you really need. I heard you can get some at this site: http://www.tampax.com/en-US/home/home.aspx



mathematically proven to be hilarious.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 13 2010 14:56 GMT
#193
On April 13 2010 23:49 gavss wrote:
you don't build mule when you 10 rax 10 ref rush because you need a supply depot and you need to build reapers. this topic is getting ridiculous.


You evidently have no idea how to play terran

zomg i herd building 1 reaper and then using your next 150 minerals on an orbital command is hard work guys what do you think?

yeah pressing that one button can be pretty hard, then you have to press another button to drop the mule

even if terran cuts scvs for a build like this and even if protoss uses every single chrono all game for probes instead of units protoss will still be behind on income so please stfu
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
April 13 2010 14:57 GMT
#194
On April 13 2010 23:20 -orb- wrote:
i love when people talk about supply count for probes as if the MULE doesn't exist


At the end of the day, you're just a whiny little bitch aren't you?


1) That comment is in no way constructive and is completely off topic.
2) The solution to your little reaper tissue box issue has already been presented to you.
3) protoss has chrono boosts, so faster probe count, less production facility investments.
gavss
Profile Joined February 2010
Turkey94 Posts
April 13 2010 14:59 GMT
#195
11 supply will be enough for anyone
- bill gates
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 13 2010 15:13 GMT
#196
On April 13 2010 23:56 -orb- wrote:
Show nested quote +
On April 13 2010 23:49 gavss wrote:
you don't build mule when you 10 rax 10 ref rush because you need a supply depot and you need to build reapers. this topic is getting ridiculous.


You evidently have no idea how to play terran

zomg i herd building 1 reaper and then using your next 150 minerals on an orbital command is hard work guys what do you think?

yeah pressing that one button can be pretty hard, then you have to press another button to drop the mule

even if terran cuts scvs for a build like this and even if protoss uses every single chrono all game for probes instead of units protoss will still be behind on income so please stfu

Orb, once the stalker is out the reaper harrass is basically over. If a Terran rushes to reapers, he is behind, and he damn well ought to get something for taking that risk, so no, I don't think you should be able to get a stalker out in time to stop this completely unless you also cut probes. I watched one of the replays in the OP and you basically LET the guy kill your probes, you don't even try to dodge. Tried it myself a couple of times, 8 rax and 10rax, and if the protoss gets a zeal out or uses his probes in anything close to an intelligent way then the rush is a fair gamble, I can get shut down completely or I can get slightly ahead, worse odds than a 6 pool tbh.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
April 13 2010 15:23 GMT
#197
On April 14 2010 00:13 Osmoses wrote:
Show nested quote +
On April 13 2010 23:56 -orb- wrote:
On April 13 2010 23:49 gavss wrote:
you don't build mule when you 10 rax 10 ref rush because you need a supply depot and you need to build reapers. this topic is getting ridiculous.


You evidently have no idea how to play terran

zomg i herd building 1 reaper and then using your next 150 minerals on an orbital command is hard work guys what do you think?

yeah pressing that one button can be pretty hard, then you have to press another button to drop the mule

even if terran cuts scvs for a build like this and even if protoss uses every single chrono all game for probes instead of units protoss will still be behind on income so please stfu

Orb, once the stalker is out the reaper harrass is basically over. If a Terran rushes to reapers, he is behind, and he damn well ought to get something for taking that risk, so no, I don't think you should be able to get a stalker out in time to stop this completely unless you also cut probes. I watched one of the replays in the OP and you basically LET the guy kill your probes, you don't even try to dodge. Tried it myself a couple of times, 8 rax and 10rax, and if the protoss gets a zeal out or uses his probes in anything close to an intelligent way then the rush is a fair gamble, I can get shut down completely or I can get slightly ahead, worse odds than a 6 pool tbh.


I don't know why ppl solely fixate on rushing, all-in's and cheese...

Reapers are good, I'd use them if I played Terran, but never for rushing, that's for sure.

But they're imba for scouting in the mid-game, they help you deal with any sort of cheese stuff on your cliff by giving you vision and on certain Maps like Kulas ravine they can even snipe the second gas at the Main and on LT, they can snipe the gas from the expansion, so your opponent has to invest into Observers, use a scan etc. just do deal with one little Reaper that gets out of a building you need anyways, why do you want to rush with them in addition to all that? ^^'
https://soundcloud.com/thesamplethief
NightOne
Profile Joined March 2010
Canada215 Posts
April 13 2010 15:40 GMT
#198
On April 13 2010 23:53 -orb- wrote:
Show nested quote +
On April 13 2010 23:48 NightOne wrote:
On April 13 2010 23:20 -orb- wrote:
i love when people talk about supply count for probes as if the MULE doesn't exist


i love when people talk about MULE imbalance as if chronoboost doesn't exist...


/agreed with antimage that orb is just trolling this thread now since he can't exactly whine that its impossible to beat anymore, guess he learned how to do math or something..

somebody close thread please


What, you can't do simple addition?

Dumb fuck go check the math in the OP

I'm not the retard that keeps bumping this from the 3rd page of the strategy forum, don't look at me


Ur dumb, your math on the reaper doesn't make it "mathematically impossible" to beat, it just makes you a whiney little scrub that cant find the solution on his own so you come bitching on these forums with your excuse for "imba" and "overpowred" or some other riduculous excuse etc

and the fact that you are posting still means you are the retard that keeps bumping thi sfrom the 3rd page of the strategy forum, because you are the OP u are responsible for your own thread, kthx


sidenote: if you can comprehend something beyond your own bias observations

MULE does not automatically put protoss behind on income since chronoboosted probes actually go a long way, maybe check economy and income after every PVT game from now on k? its pretty even every time unless you can't macro or comprehend that maybe he expanded and has more mineral patches and more scvs.. k?.. ok.. thats what i thought k thx bye

can't wait until you come to these forums about some other "mathematically impossible to beat" strategy, itll be something ridiculous tomorrow with thor drops, you will inevitably come to the forums with 10 replays getting bent over by rank 3 bronze players that do fast thor drop and whine that they are imba and its "mathematically impossible" to get a stalker out before a thor or something...
NightOne
Profile Joined March 2010
Canada215 Posts
April 13 2010 15:47 GMT
#199
On April 13 2010 23:57 FortuneSyn wrote:
Show nested quote +
On April 13 2010 23:20 -orb- wrote:
i love when people talk about supply count for probes as if the MULE doesn't exist


At the end of the day, you're just a whiny little bitch aren't you?


1) That comment is in no way constructive and is completely off topic.
2) The solution to your little reaper tissue box issue has already been presented to you.
3) protoss has chrono boosts, so faster probe count, less production facility investments.



+1
Paladia
Profile Joined August 2003
802 Posts
April 13 2010 16:27 GMT
#200
On April 13 2010 23:36 Antimage wrote:
Show nested quote +
On April 13 2010 23:29 gavss wrote:
build a zealot and buy time with your probes until you get a stalker. you will lose 1 or 2 probes and own terran easily because terran doesn't have an economy if the rush fails.

terran doesn't wall in before tech lab. you can scout easily. if you don't scout and build 2 gates or skip zealot you will get owned of course.

try that. even bronze league players with 30 apm can do that.


orb is just trolling his thread now, I think it should be closed as we have enough feedback/counters/advice to this TvP opening.
Didn't really get any feedback on how to deal with 6 rax reaper rush.

I even tried it a couple of times myself (even though I don't play Terran) to see how other Protoss deals with it, unfortunately I won every game despite never having played the race before and being a poor player in general, not to mention everyone I faced was higher ranked than me.

Will have to try it a bit more and see if any toss has a viable strategy against it, as dealing with 2 reapers and one bunker being made while you only have zealots is fairly annoying to say the least.

Seems quite clear to me that the skill required to defend it is much higher than the skill to do it.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 13 2010 16:52 GMT
#201
On April 13 2010 23:43 Floophead_III wrote:
Show nested quote +
On April 13 2010 23:20 -orb- wrote:
i love when people talk about supply count for probes as if the MULE doesn't exist


Hey orb, I feel kind of bad for not recognizing the real problem. I know what you really need. I heard you can get some at this site: http://www.tampax.com/en-US/home/home.aspx


That supposed to be ironic considering your immortal thread?
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
TwilightStar
Profile Blog Joined August 2009
United States649 Posts
April 13 2010 17:03 GMT
#202
I'm ALWAYS able to get a stalker out in time to deal with a reaper... I'm not sure how this is a problem anymore o_O
(5)Twilight Star.scx --------- AdmiralHoth: There was one week when I didn't shave for a month.
The Terminator
Profile Joined April 2010
Australia46 Posts
April 13 2010 17:31 GMT
#203
i've been doing the whole fast reaper lately only to be met by a stalker when i get to the protoss base. some fools make a zealot/sentry first, but that happens once in a blue moon.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
Last Edited: 2010-04-13 17:49:11
April 13 2010 17:47 GMT
#204
and the fact that you are posting still means you are the retard that keeps bumping thi sfrom the 3rd page of the strategy forum, because you are the OP u are responsible for your own thread, kthx

Hey orb, I feel kind of bad for not recognizing the real problem. I know what you really need. I heard you can get some at this site: http://www.tampax.com/en-US/home/home.aspx


completely unwarranted and rude. orb didnt even post in this until it got bumped again since like page 7. and floop you have your own immortal thread, if orb didnt have a history of rage on his stream this would be no different from your thread.

orb is just trolling his thread now, I think it should be closed as we have enough feedback/counters/advice to this TvP opening.


it would be great if higher caliber players like yourself could set an example.

just because an OP makes a post doesnt mean he's the only one with the problem, thats the whole point of the forum . you dont have to close the discussion once its been discussed.

im not even an orb fanboy and i still think you guys are being mean.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Paladia
Profile Joined August 2003
802 Posts
April 13 2010 18:44 GMT
#205
On April 14 2010 02:03 TwilightStar wrote:
I'm ALWAYS able to get a stalker out in time to deal with a reaper... I'm not sure how this is a problem anymore o_O
How are you able to get a stalker out before 3 minutes?

Doesn't seem like you've encountered the 6 rax Reaper rush.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
nForcer
Profile Joined April 2010
Bulgaria66 Posts
April 13 2010 19:42 GMT
#206
You cannot have a Stalker before the reaper reaches you'r base if he's proxies you, but you can have a zealot that can chase the reaper and prevent probe kills until the stalker arrives.
Vei
Profile Joined March 2010
United States2845 Posts
April 14 2010 10:37 GMT
#207
man
i lost to this just now, complete bullshit it honestly better be fixed -_- although i'll admit i did make a mistake not getting a stalker fast enough/letting him kill my mother****ing pylon.

i'd rage more if i wasn't a zerg player >_>
www.justin.tv/veisc2 ~ 720p + commentary
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 14 2010 11:26 GMT
#208
On April 14 2010 19:37 Vei wrote:
man
i lost to this just now, complete bullshit it honestly better be fixed -_- although i'll admit i did make a mistake not getting a stalker fast enough/letting him kill my mother****ing pylon.

i'd rage more if i wasn't a zerg player >_>


i like how you say its bullshit and then immediately give a glaring reason for why it was your mistake.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
April 14 2010 11:36 GMT
#209
I used a zealot and 2 probes to stall the reaper until the stalker came out. Yes, I still lost the zealot and 2-3 probes, but then the second reaper killed just one probe and died, and then stalkers moved out and made the proxy barracks lift off / killed the tech lab which IMO is not too bad as he loses the tempo and is very weak to a counter-attack.
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
April 15 2010 07:10 GMT
#210
ppl are giving this thread way to much cred, if he wants the superearly reaper he will loose more on economy than he will damage you, reapers are useless, I mean honestly you didnt even kill the bunker with your probes... 1 zealot/probes chasing until stalker is out is more than enough to make protoss come out ahead of that...
"I like turtles"
Gifted.best
Profile Joined March 2010
Canada1 Post
April 15 2010 08:09 GMT
#211
I've been proxy rushed reaper quite quick, i just used 1 zealot, and surrounded with probes to kill his first 2, stalker was out in no time, reaper rush over, I end up winning as he has to lift off and fly barracks back.
There is nothing in this world to believe in, and no reason to believe.
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
Last Edited: 2010-04-15 08:46:21
April 15 2010 08:45 GMT
#212
On April 15 2010 17:09 Gifted.best wrote:
I've been proxy rushed reaper quite quick, i just used 1 zealot, and surrounded with probes to kill his first 2, stalker was out in no time, reaper rush over, I end up winning as he has to lift off and fly barracks back.

doesnt sound like a decent rush if he dies two reapers to probes.... at best reapercheese is an annoyance tho. there should be no bunker being made, just put two probes on killing the scv, problem solved.. he has to kill like 5+ probes for this to be worth it, he wont against protoss who is non-retard :/

if this build is so impossible as orb suggests, why doesnt every top level terran do it? and orb is known for exaggerating small problems.

edit: no replies saying omg watch the reps etc, I did and more people responding to this thread should take a closer look lols
"I like turtles"
Paladia
Profile Joined August 2003
802 Posts
Last Edited: 2010-04-15 16:10:54
April 15 2010 15:39 GMT
#213
On April 15 2010 17:45 arnold(soTa) wrote:
Show nested quote +
On April 15 2010 17:09 Gifted.best wrote:
I've been proxy rushed reaper quite quick, i just used 1 zealot, and surrounded with probes to kill his first 2, stalker was out in no time, reaper rush over, I end up winning as he has to lift off and fly barracks back.

if this build is so impossible as orb suggests, why doesnt every top level terran do it? and orb is known for exaggerating small problems.

I know one guy who went from bronze to #4 in platinum by only doing this rush, another reached #2 in platinum. This is a major problem and no replay in this thread actually shows the real rush.

http://www.sc2rc.com/index.php/replay/show/1413 is a replay of a bronze guy doing it against a platinum player (on the worst map to do the rush on). Having a Reaper inside your base at 2:45 with a bunker being constructed at the same time is almost impossible to deal with unless you are a much better player and got some luck with scouting.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
Ganondorf
Profile Joined April 2010
Italy600 Posts
April 15 2010 17:50 GMT
#214
I didn't encounter this 6-rax reaper rush build yet but should it become common, the counter i would try is to scout it early and kill the scv building the rax with 1 or 2 workers.
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-04-15 18:55:01
April 15 2010 18:46 GMT
#215
On April 16 2010 00:39 Paladia wrote:
Show nested quote +
On April 15 2010 17:45 arnold(soTa) wrote:
On April 15 2010 17:09 Gifted.best wrote:
I've been proxy rushed reaper quite quick, i just used 1 zealot, and surrounded with probes to kill his first 2, stalker was out in no time, reaper rush over, I end up winning as he has to lift off and fly barracks back.

if this build is so impossible as orb suggests, why doesnt every top level terran do it? and orb is known for exaggerating small problems.

I know one guy who went from bronze to #4 in platinum by only doing this rush, another reached #2 in platinum. This is a major problem and no replay in this thread actually shows the real rush.

http://www.sc2rc.com/index.php/replay/show/1413 is a replay of a bronze guy doing it against a platinum player (on the worst map to do the rush on). Having a Reaper inside your base at 2:45 with a bunker being constructed at the same time is almost impossible to deal with unless you are a much better player and got some luck with scouting.


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

You guys are being ridiculous. Here's me playing that "bronze league" player and winning easily. This is the easiest strategy in the game to stop and come out ahead unless you go for 13 gate. If blizzard patches tech lab build time to compensate for this non-issue, it's going to ruin early and mid game PvT balance (and imo, as a toss player, it favors toss since the marauder change). This is an all in strategy, and you need to lose literally 7 or 8 probes to come out behind.

Yes, with his 50 apm he couldn't micro and stop my probe from killing his scvs, but still, a player with perfect micro is not going to kill enough probes in time, and won't recover from his horrible economy.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
April 15 2010 19:42 GMT
#216
I watched the reps from OP and it looks rather solid even when you expect it. The second game seams strange. Orb could have microed probes away from harm far better and in the end he was even on them with terran... but terran had orbital command. When I start playing terran I will definately incorporate it in my builds. It looks strong enough.
Paladia
Profile Joined August 2003
802 Posts
Last Edited: 2010-04-15 20:06:45
April 15 2010 19:56 GMT
#217
On April 16 2010 03:46 PokePill wrote:
Show nested quote +
On April 16 2010 00:39 Paladia wrote:
On April 15 2010 17:45 arnold(soTa) wrote:
On April 15 2010 17:09 Gifted.best wrote:
I've been proxy rushed reaper quite quick, i just used 1 zealot, and surrounded with probes to kill his first 2, stalker was out in no time, reaper rush over, I end up winning as he has to lift off and fly barracks back.

if this build is so impossible as orb suggests, why doesnt every top level terran do it? and orb is known for exaggerating small problems.

I know one guy who went from bronze to #4 in platinum by only doing this rush, another reached #2 in platinum. This is a major problem and no replay in this thread actually shows the real rush.

http://www.sc2rc.com/index.php/replay/show/1413 is a replay of a bronze guy doing it against a platinum player (on the worst map to do the rush on). Having a Reaper inside your base at 2:45 with a bunker being constructed at the same time is almost impossible to deal with unless you are a much better player and got some luck with scouting.


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

You guys are being ridiculous. Here's me playing that "bronze league" player and winning easily. This is the easiest strategy in the game to stop and come out ahead unless you go for 13 gate. If blizzard patches tech lab build time to compensate for this non-issue, it's going to ruin early and mid game PvT balance (and imo, as a toss player, it favors toss since the marauder change). This is an all in strategy, and you need to lose literally 7 or 8 probes to come out behind.

Yes, with his 50 apm he couldn't micro and stop my probe from killing his scvs, but still, a player with perfect micro is not going to kill enough probes in time, and won't recover from his horrible economy.
Now you are obviously trolling. You're facing a bronze league player with 30 APM, you don't even scout it and go 10 gate and 11 assimilator "out of the blue"?

Not only that, he seriously messed up everything. He didn't make a bunker, he didn't even proxy, he "forgot" an scv and a reaper inside his base that was just idling.

Do you always go 10 gate and 11 assimilator vs Terran without scouting? That game is obviously a setup. If you have to go 10 gate 11 assimilator in every game vs Terran, know it is coming and have 4 times his apm player in order to beat it, something is obviously very very wrong.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
Ganondorf
Profile Joined April 2010
Italy600 Posts
April 15 2010 20:05 GMT
#218
On April 16 2010 03:46 PokePill wrote:
Show nested quote +
On April 16 2010 00:39 Paladia wrote:
On April 15 2010 17:45 arnold(soTa) wrote:
On April 15 2010 17:09 Gifted.best wrote:
I've been proxy rushed reaper quite quick, i just used 1 zealot, and surrounded with probes to kill his first 2, stalker was out in no time, reaper rush over, I end up winning as he has to lift off and fly barracks back.

if this build is so impossible as orb suggests, why doesnt every top level terran do it? and orb is known for exaggerating small problems.

I know one guy who went from bronze to #4 in platinum by only doing this rush, another reached #2 in platinum. This is a major problem and no replay in this thread actually shows the real rush.

http://www.sc2rc.com/index.php/replay/show/1413 is a replay of a bronze guy doing it against a platinum player (on the worst map to do the rush on). Having a Reaper inside your base at 2:45 with a bunker being constructed at the same time is almost impossible to deal with unless you are a much better player and got some luck with scouting.


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

You guys are being ridiculous. Here's me playing that "bronze league" player and winning easily. This is the easiest strategy in the game to stop and come out ahead unless you go for 13 gate. If blizzard patches tech lab build time to compensate for this non-issue, it's going to ruin early and mid game PvT balance (and imo, as a toss player, it favors toss since the marauder change). This is an all in strategy, and you need to lose literally 7 or 8 probes to come out behind.

Yes, with his 50 apm he couldn't micro and stop my probe from killing his scvs, but still, a player with perfect micro is not going to kill enough probes in time, and won't recover from his horrible economy.


He didn't even proxy rax, got owned by your scouting probe (lol), and the reaper was inside your base at 3:30 iirc, not even close to 2:45. He even tried to kill that same scouting probe, and failed. That player is #2 platinum ? As toss i usually go 8pylon 10 gate because i know players will do these kind of chese, seems like that is going to be more than enough.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
April 15 2010 20:06 GMT
#219
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.
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 15 2010 20:48 GMT
#220
lol, a week or so after this thread was made and it just seems hilarious. "super fast reapers" usually means autoloss in the game right now. 1 fast reaper is not worth having only 3-5 scvs mining minerals lmao.
Sup
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?
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 16 2010 21:04 GMT
#241
On April 17 2010 05:10 QibingZero wrote:
this kind of thing is only done by randoms on the ladder anyhow, right?



Nope.

Demuslim Reaper Cheese vs. HasuObs
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 16 2010 23:14 GMT
#242
The replay wasn't 6 rax it was 8 rax, dunno why all you guys keep referring to testing out 6 rax, which in my opinion is an inferior build due to how far it puts the terran behind
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
kobbler
Profile Joined February 2010
Canada36 Posts
April 16 2010 23:21 GMT
#243
On April 17 2010 01:37 btxmonty wrote:
Maybe cliff jumping should be researchable?

And put it on the Engineering Bay just to be extra evil

OminouS
Profile Joined February 2010
Sweden1343 Posts
April 16 2010 23:31 GMT
#244
On April 17 2010 08:21 kobbler wrote:
Show nested quote +
On April 17 2010 01:37 btxmonty wrote:
Maybe cliff jumping should be researchable?

And put it on the Engineering Bay just to be extra evil




Am I the only one feeling that the mule is the root to all T problems? I feel that all the nerf T has suffered in the different patches can be traced back to the Mule rather than some imbalance of the units. SCV+Rine push, early Maruaders with concussive shells, now the superfast Reapers.

I'm not suggesting that the Mule is imba in any way, but since it creates money from only energy (chrono boost and spawn larva doesn't obviously) it opens up for really early unitproduction for the Terran race. The 8raxes and 11starport(vsZ) is imo not even that cheesy since the mules makes the transsision into a macro game later possible.
On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest
Mios
Profile Joined April 2010
United States686 Posts
April 17 2010 01:46 GMT
#245
find where he is building the rax with ur scout, target the scv building it, he will either run or die, either way it delays his rax by a shitload, and forcing him to send another scv is even harder on his economy.
i know its not always easy to find the rax, but whenever i face terran i do a scout around the proximity of my base and i find a barracks being built a surprising amount of times. and if you do find it, its basically gg right there.
if they build it in their base you should have a stalker out in good enough time. small maps may be a problem with rax in their base i dunno.
no LAN and intercontinental bnet = T_T
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 17 2010 01:48 GMT
#246
On April 17 2010 08:14 -orb- wrote:
The replay wasn't 6 rax it was 8 rax, dunno why all you guys keep referring to testing out 6 rax, which in my opinion is an inferior build due to how far it puts the terran behind

We just did it 6rax because it got the reaper out faster and was more decisive, if you can't stop 6rax then its broken. Basically unless he changed his bo to expect the rush, there was no way to stop it.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
April 17 2010 02:53 GMT
#247
yo i 13-gate every game without chrono and i'm fine

how are you guys so bad

+ Show Spoiler +
please don't kill me
But why?
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
April 17 2010 03:23 GMT
#248
o got proxy reapers and i really cant get stalker out in time, forge is not a good choice if u try to block the ramp in the begining...
Im daed. Follow me @TL_NB
dNo_O
Profile Joined November 2008
United States233 Posts
April 17 2010 03:52 GMT
#249
On April 17 2010 08:31 OminouS wrote:
Show nested quote +
On April 17 2010 08:21 kobbler wrote:
On April 17 2010 01:37 btxmonty wrote:
Maybe cliff jumping should be researchable?

And put it on the Engineering Bay just to be extra evil




Am I the only one feeling that the mule is the root to all T problems? I feel that all the nerf T has suffered in the different patches can be traced back to the Mule rather than some imbalance of the units. SCV+Rine push, early Maruaders with concussive shells, now the superfast Reapers.

I'm not suggesting that the Mule is imba in any way, but since it creates money from only energy (chrono boost and spawn larva doesn't obviously) it opens up for really early unitproduction for the Terran race. The 8raxes and 11starport(vsZ) is imo not even that cheesy since the mules makes the transsision into a macro game later possible.



yeah i've been thinking that too... what if orbital command didn't start with energy for one? it already builds so damn fast...
It is a profitable thing, if one is wise, to seem foolish.
dNo_O
Profile Joined November 2008
United States233 Posts
April 17 2010 05:05 GMT
#250
On April 17 2010 01:18 Chen wrote:
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


yeah... and orb sat there and spammed apm when the terran ran his reaper into the middle of his probe line... instead of just two clicking it and killing it by surrounding with probes, he has 250 apm from doing what? spamming hotkeys? he also knew were the proxy was as soon as the first reaper got there and he just sat spamming apm with his stalkers chillin near his probes instead of shutting it down... the three replays i've seen of orb 'trying' to stop proxy reapers he has 200-300apm and isn't even doing anything with it while his opponent's reapers chill and shoot at his probes...

does anyone try to treat it like a bunker rush? in sc1you pull how many drones if the terran tries to bunker your nat? 5 if you're jaedong... and 6-8 if you're not?

i think it looks like more of a mule timing issue. if you can just replace not having 6 scvs by using energy that your cc starts with, and you don't have to have to pay for food for it either... why would you want to build those scvs at all when you can just catch up in the next 90 seconds or less?
It is a profitable thing, if one is wise, to seem foolish.
G4MR
Profile Blog Joined February 2010
United States371 Posts
April 17 2010 05:29 GMT
#251
Has anyone tried doing a 6/7 worker scout to keep tabs on when he moves out with his workers? And possibly just use your worker to fight his worker just to stop the proxy? I'm curious.
www.G4MR.net personal blog!
QibingZero
Profile Blog Joined June 2007
2611 Posts
April 17 2010 06:23 GMT
#252
On April 17 2010 06:04 WorkersOfTheWorld wrote:
Show nested quote +
On April 17 2010 05:10 QibingZero wrote:
this kind of thing is only done by randoms on the ladder anyhow, right?



Nope.

Demuslim Reaper Cheese vs. HasuObs


Yeah, that was sarcasm heh. People seem to think this is the type of thing that only works when you're playing absolute noobs.

On April 17 2010 14:05 dNo_O wrote:
Show nested quote +
On April 17 2010 01:18 Chen wrote:
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


yeah... and orb sat there and spammed apm when the terran ran his reaper into the middle of his probe line... instead of just two clicking it and killing it by surrounding with probes, he has 250 apm from doing what? spamming hotkeys? he also knew were the proxy was as soon as the first reaper got there and he just sat spamming apm with his stalkers chillin near his probes instead of shutting it down... the three replays i've seen of orb 'trying' to stop proxy reapers he has 200-300apm and isn't even doing anything with it while his opponent's reapers chill and shoot at his probes...

does anyone try to treat it like a bunker rush? in sc1you pull how many drones if the terran tries to bunker your nat? 5 if you're jaedong... and 6-8 if you're not?

i think it looks like more of a mule timing issue. if you can just replace not having 6 scvs by using energy that your cc starts with, and you don't have to have to pay for food for it either... why would you want to build those scvs at all when you can just catch up in the next 90 seconds or less?


Have you actually tried killing reapers with probes before, or are you just being facetious? The comment about surrounding them with probes is especially choice.
Oh, my eSports
dNo_O
Profile Joined November 2008
United States233 Posts
Last Edited: 2010-04-17 08:19:32
April 17 2010 07:17 GMT
#253
On April 17 2010 15:23 QibingZero wrote:
Show nested quote +
On April 17 2010 06:04 WorkersOfTheWorld wrote:
On April 17 2010 05:10 QibingZero wrote:
this kind of thing is only done by randoms on the ladder anyhow, right?



Nope.

Demuslim Reaper Cheese vs. HasuObs


Yeah, that was sarcasm heh. People seem to think this is the type of thing that only works when you're playing absolute noobs.

Show nested quote +
On April 17 2010 14:05 dNo_O wrote:
On April 17 2010 01:18 Chen wrote:
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


yeah... and orb sat there and spammed apm when the terran ran his reaper into the middle of his probe line... instead of just two clicking it and killing it by surrounding with probes, he has 250 apm from doing what? spamming hotkeys? he also knew were the proxy was as soon as the first reaper got there and he just sat spamming apm with his stalkers chillin near his probes instead of shutting it down... the three replays i've seen of orb 'trying' to stop proxy reapers he has 200-300apm and isn't even doing anything with it while his opponent's reapers chill and shoot at his probes...

does anyone try to treat it like a bunker rush? in sc1you pull how many drones if the terran tries to bunker your nat? 5 if you're jaedong... and 6-8 if you're not?

i think it looks like more of a mule timing issue. if you can just replace not having 6 scvs by using energy that your cc starts with, and you don't have to have to pay for food for it either... why would you want to build those scvs at all when you can just catch up in the next 90 seconds or less?


Have you actually tried killing reapers with probes before, or are you just being facetious? The comment about surrounding them with probes is especially choice.


yeah i've tried it, and, yes, it was mostly facetious, but only because that's the most fun way to be! and it's a beta!

in the replays orb posted there were a few of parts where it looked very slightly barely but stilllll winnable to me if he just used his probes... (i'll put pictures up tomorrow if i can remember to do so)

the only way i've had any wins against this crap is placing everything in my base specifically so that if they rush with a reaper and i'm aware with my probes i can trap and kill it with my zealot feigning towards the different reaper routes (will make more sense with pictures) and getting the scv... but yeah... if you don't get that first reaper... fuckkkkkk

i know i already said it... but i'm pretty sure if they changed the orbital command so that you couldn't take care of all your macro 35 seconds after your edit:barracks is up... proxy 8rax reaper would actually be an all in. and i'd be okay with that.

i am going to try getting to top 5 in whatever division i end up in after the reset using only 8rax proxy if they don't do anything to it next patch.
It is a profitable thing, if one is wise, to seem foolish.
Mythranor
Profile Joined April 2010
United States2 Posts
April 17 2010 11:01 GMT
#254
I know this is my first post, but I've been reading the forums for a while and just thought I'd add my 2 cents here. I've gone up against this 3 times today. The first two I did standard opening and got killed. The third time I scouted it with my probe after building a pylon on 9 (this was on steps of war). I saw he had a 1/2 finished rax and almost finished gas (I went back and watched the replay he went 8rax 10 gas) so I canceled my gateway and put up a forge. I was kind of expecting it so i had kept my original pylon around my base. The forge was up at 14/18 I kept building probes and had 4 cannons protecting my main when his first reaper hit. When I watched the replay I had 2 cannons done and the other two started when his reaper finished. After holding off that first reaper I put up 2 gateways and a core and then a sentry and a stalker which allowed me to push out. Cannons out range reapers and can kill one in 3 shots. Just my 2 cents. (btw my opponent was in gold ranked 11 in his division but I didn't see any way he could have gotten the reaper out faster).
Wilko
Profile Blog Joined August 2009
Germany470 Posts
Last Edited: 2010-04-17 11:25:10
April 17 2010 11:24 GMT
#255
Go 11 Gate with 8,5 Nexus-Boost
There is only a small eco-loss and you should be able to defend it
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
April 17 2010 11:35 GMT
#256
I rush my stalker asap, but if I scout and see he proxied his rax (ie faster reaper outing) I will build one zeal while my core is being built, to at least chase abit so the reaper cant just reign free on my probes. Sure it puts your stalker and economy behind abit, but it is worth it to possibly only lose 1-2 probes instead of 4-5.

Also, if I am feeling extremely vunerable to a reaper rush from the start (ie the player is a known cheeser, a randomer or certain maps) - I make sure to pylon on 8, gate on 9, core 10. It gives me a few extra seconds for that stalker to come faster, at the cost of economy. But better safe than sorry in certain situations.
Canada Gaming ~~ The-Feared
DrSmoke
Profile Joined April 2010
United States175 Posts
April 17 2010 12:21 GMT
#257
Zealot rush?
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 17 2010 14:26 GMT
#258
On April 17 2010 14:05 dNo_O wrote:
Show nested quote +
On April 17 2010 01:18 Chen wrote:
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


yeah... and orb sat there and spammed apm when the terran ran his reaper into the middle of his probe line... instead of just two clicking it and killing it by surrounding with probes, he has 250 apm from doing what? spamming hotkeys? he also knew were the proxy was as soon as the first reaper got there and he just sat spamming apm with his stalkers chillin near his probes instead of shutting it down... the three replays i've seen of orb 'trying' to stop proxy reapers he has 200-300apm and isn't even doing anything with it while his opponent's reapers chill and shoot at his probes...

does anyone try to treat it like a bunker rush? in sc1you pull how many drones if the terran tries to bunker your nat? 5 if you're jaedong... and 6-8 if you're not?

i think it looks like more of a mule timing issue. if you can just replace not having 6 scvs by using energy that your cc starts with, and you don't have to have to pay for food for it either... why would you want to build those scvs at all when you can just catch up in the next 90 seconds or less?


You're fucking terrible and this doesn't even warrant a serious reply
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 17 2010 14:29 GMT
#259
On April 17 2010 20:01 Mythranor wrote:
I know this is my first post, but I've been reading the forums for a while and just thought I'd add my 2 cents here. I've gone up against this 3 times today. The first two I did standard opening and got killed. The third time I scouted it with my probe after building a pylon on 9 (this was on steps of war). I saw he had a 1/2 finished rax and almost finished gas (I went back and watched the replay he went 8rax 10 gas) so I canceled my gateway and put up a forge. I was kind of expecting it so i had kept my original pylon around my base. The forge was up at 14/18 I kept building probes and had 4 cannons protecting my main when his first reaper hit. When I watched the replay I had 2 cannons done and the other two started when his reaper finished. After holding off that first reaper I put up 2 gateways and a core and then a sentry and a stalker which allowed me to push out. Cannons out range reapers and can kill one in 3 shots. Just my 2 cents. (btw my opponent was in gold ranked 11 in his division but I didn't see any way he could have gotten the reaper out faster).


So you spent 600 minerals on cannons, you now have literally 0 map control and 0 army and you are irrevocably behind by a gigantic margin. Grats now you lose.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 17 2010 14:32 GMT
#260
On April 17 2010 20:35 Skyze wrote:
I rush my stalker asap, but if I scout and see he proxied his rax (ie faster reaper outing) I will build one zeal while my core is being built, to at least chase abit so the reaper cant just reign free on my probes. Sure it puts your stalker and economy behind abit, but it is worth it to possibly only lose 1-2 probes instead of 4-5.

Also, if I am feeling extremely vunerable to a reaper rush from the start (ie the player is a known cheeser, a randomer or certain maps) - I make sure to pylon on 8, gate on 9, core 10. It gives me a few extra seconds for that stalker to come faster, at the cost of economy. But better safe than sorry in certain situations.


I apologize in advance for being so god damn bad manner to all you dumb fucks in my thread, but holy fucking shit.

It's like an endless fucking stream of dumb fucking morons that come into the thread spewing their fucking idiocy all over the place. Read the fucking OP, watch the fucking replay, or get the fuck out I don't give a shit what you have to say.

What you've said has been said already and it doesn't fucking work if you had read the thread at all, so please kill yourself for being so god damn stupid.

I'm so tired of 90% of the replies to topics these days being from retards that don't even read the OP let alone even a fraction of the rest of the thread. You're not welcome
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 17 2010 14:32 GMT
#261
On April 17 2010 21:21 DrSmoke wrote:
Zealot rush?


You're fucking stupid?
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 17 2010 14:35 GMT
#262
On April 17 2010 20:24 Wilko wrote:
Go 11 Gate with 8,5 Nexus-Boost
There is only a small eco-loss and you should be able to defend it


no
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
GoDannY
Profile Joined August 2006
Germany442 Posts
April 17 2010 14:41 GMT
#263
On April 17 2010 23:32 -orb- wrote:
Show nested quote +
On April 17 2010 20:35 Skyze wrote:
I rush my stalker asap, but if I scout and see he proxied his rax (ie faster reaper outing) I will build one zeal while my core is being built, to at least chase abit so the reaper cant just reign free on my probes. Sure it puts your stalker and economy behind abit, but it is worth it to possibly only lose 1-2 probes instead of 4-5.

Also, if I am feeling extremely vunerable to a reaper rush from the start (ie the player is a known cheeser, a randomer or certain maps) - I make sure to pylon on 8, gate on 9, core 10. It gives me a few extra seconds for that stalker to come faster, at the cost of economy. But better safe than sorry in certain situations.


I apologize in advance for being so god damn bad manner to all you dumb fucks in my thread, but holy fucking shit.

It's like an endless fucking stream of dumb fucking morons that come into the thread spewing their fucking idiocy all over the place. Read the fucking OP, watch the fucking replay, or get the fuck out I don't give a shit what you have to say.

What you've said has been said already and it doesn't fucking work if you had read the thread at all, so please kill yourself for being so god damn stupid.

I'm so tired of 90% of the replies to topics these days being from retards that don't even read the OP let alone even a fraction of the rest of the thread. You're not welcome


Propably a little too harsh (but we know you like that ) but I agree that a lot of serious discussions are totally dumped by saying things like:

FF are imba, Immortals are imba, play 2 canons they got buffed, ultras are too weak and terran marauder is totally broken...

I'm so tired reading suggestions that regard ONE matchup out of THREE per race and will totally fuck up the balance in any way possible...

I pray blizzard is making more wise decisions...

However back2topic:

A mate and I tried it out in 2vs2, worked flawlessly and is almost unstoppable unless the aggressor does totally blunder his units...

This needs a fix definately, I kinda like the idea getting that jump a research since, for instance, the "harass" unit DT got time nerfed beyond the sake of a late game and Reaper are still a very very strong building killer.
Team LifeStyle - it's more than a game
ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
April 17 2010 14:41 GMT
#264
I played my last two games against T who both proxy reaper rushed. Although I'm top ten gold league I know there's huge skill difference between me and some of you high platinum guys, so don't bash me, but this is how i fended it off-

In both games I built pylon on 9 and scouted with the same probe. I continued with standard build even when I found he's proxying -> chrono boosting nexus, building probes, gateway on 13, then assimilator. First difference is not chrono boosting on 14, but saving it. Right when my gateway finished I started building zealot and chrono boosted.

In the first game on Blistering sands my opponent built barracks on 9 and by the time his first reaper came into my base, my zealot was ready. While making cyber core I chrono boost another zealot so I have 2 zealots before he comes with 2nd reaper to my base. Now I don't know if it's mistake, but he tried to kill those two zealots while building marauders. He eventually managed to take those zealots down, but they damaged those reapers a bit and more importantly my stalker popped from gateway right after lots died (there's the important point of saving chrono at 14). Stalker > 2 reapers so he waited for marauder and came to my base, but I had already 2 stalkers and from then it was pretty much gg.

Second game was on Steppes of war and I smelled something fishy right when he asked "from" out of nowhere lol. He built rax on 8, so his reaper was in my base 6-8 seconds before my zealot popped, he killed it, but was unable to do any other damage, then he killed the second one and tried to take cybernetics down, but my stalker popped in time and with 3rd reaper coming he rage quit.

So yeah, I don't find this rush hard to counter, but maybe it's because I didn't play against someone with jaedong micro who could kill X workers while dodging my zealots.
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 17 2010 14:47 GMT
#265
On April 17 2010 23:41 ondik wrote:
I played my last two games against T who both proxy reaper rushed. Although I'm top ten gold league I know there's huge skill difference between me and some of you high platinum guys, so don't bash me, but this is how i fended it off-

In both games I built pylon on 9 and scouted with the same probe. I continued with standard build even when I found he's proxying -> chrono boosting nexus, building probes, gateway on 13, then assimilator. First difference is not chrono boosting on 14, but saving it. Right when my gateway finished I started building zealot and chrono boosted.

In the first game on Blistering sands my opponent built barracks on 9 and by the time his first reaper came into my base, my zealot was ready. While making cyber core I chrono boost another zealot so I have 2 zealots before he comes with 2nd reaper to my base. Now I don't know if it's mistake, but he tried to kill those two zealots while building marauders. He eventually managed to take those zealots down, but they damaged those reapers a bit and more importantly my stalker popped from gateway right after lots died (there's the important point of saving chrono at 14). Stalker > 2 reapers so he waited for marauder and came to my base, but I had already 2 stalkers and from then it was pretty much gg.

Second game was on Steppes of war and I smelled something fishy right when he asked "from" out of nowhere lol. He built rax on 8, so his reaper was in my base 6-8 seconds before my zealot popped, he killed it, but was unable to do any other damage, then he killed the second one and tried to take cybernetics down, but my stalker popped in time and with 3rd reaper coming he rage quit.

So yeah, I don't find this rush hard to counter, but maybe it's because I didn't play against someone with jaedong micro who could kill X workers while dodging my zealots.


You didn't watch the replay
'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
April 17 2010 14:51 GMT
#266
Hint: The reaper got in his base at the 3 minute mark.

Only dead fish swim with the stream
ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
Last Edited: 2010-04-17 15:06:29
April 17 2010 15:02 GMT
#267
On April 17 2010 23:47 -orb- wrote:
You didn't watch the replay


On April 17 2010 23:51 BentoBox wrote:
Hint: The reaper got in his base at the 3 minute mark.



I did watch the replay, that's why I suggest to scout with 9 probe. His reaper got in base at the same time as in my second game, but because I scouted with 9 probe I went zealot first and chrono boosted immediately so my lot was 10 seconds faster than your. I can upload the replay if you are interested, but as I said, I'm only top gold, not platinum, so what do I know.

Scouting with 9 probe doesn't damage your economy much and is very good for harassing.


edit: if you mean this replay http://www.mediafire.com/?uzatmniw2nw
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
-orb-
Profile Blog Joined September 2007
United States5770 Posts
Last Edited: 2010-04-17 15:13:19
April 17 2010 15:11 GMT
#268
On April 18 2010 00:02 ondik wrote:
Show nested quote +
On April 17 2010 23:47 -orb- wrote:
You didn't watch the replay


Show nested quote +
On April 17 2010 23:51 BentoBox wrote:
Hint: The reaper got in his base at the 3 minute mark.



I did watch the replay, that's why I suggest to scout with 9 probe. His reaper got in base at the same time as in my second game, but because I scouted with 9 probe I went zealot first and chrono boosted immediately so my lot was 10 seconds faster than your. I can upload the replay if you are interested, but as I said, I'm only top gold, not platinum, so what do I know.

Scouting with 9 probe doesn't damage your economy much and is very good for harassing.


edit: if you mean this replay http://www.mediafire.com/?uzatmniw2nw


If you watched the replay you'd realize I chrono my zealot immediately as well

And if you watched the replay you'd realize it's when you get out your stalker that matters, not your zealot
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
Last Edited: 2010-04-17 15:22:38
April 17 2010 15:16 GMT
#269
but you built it AFTER cyber core at 3:03, while I built it BEFORE core at 2:54.

Well I wrote before that getting stalker is key, but giving him 10 extra seconds to kill your probes is imho worse than getting stalkers 10 seconds later.

ok you know what, here's my rep: http://www.mediafire.com/?mofigdd2ntz
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
Risen
Profile Blog Joined March 2010
United States7927 Posts
April 17 2010 15:37 GMT
#270
I'd still like to point out that it's 200 min lost to his 50 min 50 gas (although if he goes for 3 reaps its 150min 150gas but at this point he's one shotting probes)

You also assume he is shooting the chasing zealots and not raping your drones who are on gas, which is what a smart player would do. No gas = no ranged units for the toss. Once the 100 min 100 gas reaper upgrade comes out there's no way in hell you can do anything until you get zealot charge (and oh wait that's a T2 building which costs gas and another upgrade with more gas!)

No smart reaper harass will allow you to put probes on gas. Now, if the toss gets the assimilator up super early in anticipation of this he still might not have the 50gas in time for the reaper waltzing in and killing gas workers. On top of this you're sacrificing a lot of early mineral gain.

It's just a lot of sacrifice the toss player has to make in comparison to a small amount of sacrifice a terran makes for reaper harass.
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
-orb-
Profile Blog Joined September 2007
United States5770 Posts
Last Edited: 2010-04-17 15:41:41
April 17 2010 15:39 GMT
#271
On April 18 2010 00:16 ondik wrote:
but you built it AFTER cyber core at 3:03, while I built it BEFORE core at 2:54.

Well I wrote before that getting stalker is key, but giving him 10 extra seconds to kill your probes is imho worse than getting stalkers 10 seconds later.

ok you know what, here's my rep: http://www.mediafire.com/?mofigdd2ntz


Your opponent is trash.

He proxies way further from your base than he has to and his reaper micro is GOD AWFUL

Also you have a much easier time on that map due to the mineral field placement and the lack of cliff behind the minerals that the reapers can go up and down

THEN HE SPENDS 13 SECONDS SHOOTING YOUR CYBER CORE INSTEAD OF PROBES FFS

Don't post replays pretending like you've figured out how to hold off the rush when you only won because your opponent is mentally retarded please.

You're acting like building 2 zealots first won you the game. It didn't. Your opponent's lack of skill or a brain won you the game.

God no wonder all you idiots keep replying to the thread like "just build a zealot and you can hold it off ez"

Apparently all the gold and below terrans don't know how to right click their reapers to move to the probes instead of attacking buildings so you guys think the rush is easy to hold off.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
April 17 2010 15:51 GMT
#272
ye, sure, I forgot you know best and average terran would be able to kill second zealot and all my probes before stalker comes. gl
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
April 17 2010 16:04 GMT
#273
Just got raped by 8rax proxy reapers... Rly need to find counter to this T_T
Progamertwitter.com/welmu1 | twitch.com/Welmu1
4Servy
Profile Joined August 2008
Netherlands1542 Posts
April 17 2010 16:07 GMT
#274
Alright somethings I noticed,

-the protoss build in the game was aimed for a econmic optimum with constant probe production, giving how the match up works I dont think its a bad idea to cut 1 probe out for the faster gateway/core.
-2th gas was greedy play without intel of the terran base so protoss spend extra on this and especialy in rush/proxy games every single little bit of money counts (this can make up for the probe you cut earlyer).
-Pylon the mineralback imo so its a little bit harder for the very first reaper to dance behind the mineral line, that lost you so much money if you carefully rewatch..

Risen
Profile Blog Joined March 2010
United States7927 Posts
April 17 2010 16:17 GMT
#275
On April 18 2010 00:51 ondik wrote:
ye, sure, I forgot you know best and average terran would be able to kill second zealot and all my probes before stalker comes. gl


You're a fuckin' idiot. He clearly points out that the replay you posted was useless. NO an avg terran wouldn't be able to do that... a SKILLED terran would be able to rape ALL your probes while leaving your zealots and POSSIBLY a stalker building.

I tried to be calm but you're just trash. Guess who orb and other top protoss players face at the top level? SKILLED terrans who know how to micro their reapers to the back of a mineral line and a-move. 13 seconds attacking the cyber core = at minimum 4/5 dead probes with proper micro.

God damn you're stupid
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
Oystein
Profile Blog Joined December 2004
Norway1602 Posts
April 17 2010 17:15 GMT
#276
Granted I have only read a few pages of this thread I wanted to chime in my concern against this as I have also lost lots of games because I get a reaper in my base by the time I start or just started my stalker even when I do 8p 10g or 11g with core the instance gate finishes. Good Terrans I have noticed also usually start a bunker in there somewhere so I end up having to pull pretty much all my probes to both chase the reaper and stop the bunker from finishing. If I actually manage to survive the rush I am usually at a really low probecount and cant stop his maruders that usually comes afterward.

Honestly I am at sort of a loss of ideas how to deal with this, I mean even when I scout that he is proxying there really ain`t anything I can do unless I am lucky and actually find the rax before it finishes. I guess cutting probes to get both the core and a zeal once the gate finishes could work or start going 7p 9g or something, but this will leave you in a terrible economic shape vs any normal non rush Terran builds and the zeal don`t really stop the reaper from raping probes anyway, sure you will lose fewer, but it will probably even out since you are cutting probes a lot anyway. In conclusion it seems really hard to stop a well performed reaper rush in my eyes at least.
God Hates a Coward
Glider
Profile Blog Joined December 2005
United States1353 Posts
Last Edited: 2010-04-17 18:37:57
April 17 2010 17:18 GMT
#277
summary: (only regards to first rep) 1st early reaper isn't the problem, neither is your first stalker being late. because that game.. you were sill WAY a head in income/miners the whole time. The problem point is when you lost 80% of your probes when 3 reapers attacked together, when you could have 2 stalkers instead of 1.

Based on that 1st rep, there is no way for toss to do a standard build (which they should) and have stalker out early enough. But this isn't too unbalanced since terran is mining from just 5 scvs for that build. Your first stalk chased away 2 reapers, and while those reapers are gone, you are still way ahead in terms of probe count/income despite the losses, but you didn't immediately use the resources to build another stalker, you instead building one and queued another probe (using boost on your nexus). so when the 3rd reaper joined the other two, you still on one stalker when you could have 2. that's about all i can see for now. You did a good job of fighting first reaper off with some probes and running them as necessary, just need to remember for the first few min terran only has 5 scvs on minerals. So the problem is not getting one on time for the first reaper, it's to stop the 3 reaper group from mass owning your probes.

just checked rep again: at 4:20 you can boost and start another stalker if you didn't build 2nd gas (even earlier if you didn't build that 1 probe). that would help you against those 3 reaper that came at 4:55 =/ You won't lose nearly as much probes this way. Also the second you scouted his base, you should be focusing on more stalker, why did you build another gas? It's not his first/2nd reaper that is the problem, you chased those away and still ahead in miners/income (was ahead the whole time). It's that you are still on 1 stalker when he had 3 reapers..when you could've had 2.

but ye, that reaper build looks op.. reminiscent of a 5pool. Just to mention that the map in question has really long ground distance. on a regular map or small map, terran can probably send scv out at 6 to 8, have more scvs mining and achieve reaper at a similar rushing timing. Needs re-balance imo. I'm curious to see what would happen if you had 2 stalker out. This is just something you could have done better, I just don't see a way to directly counter the reaper build.
Wilko
Profile Blog Joined August 2009
Germany470 Posts
April 17 2010 17:30 GMT
#278
On April 17 2010 23:35 -orb- wrote:
Show nested quote +
On April 17 2010 20:24 Wilko wrote:
Go 11 Gate with 8,5 Nexus-Boost
There is only a small eco-loss and you should be able to defend it


no


why
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 17 2010 17:41 GMT
#279
On April 18 2010 02:30 Wilko wrote:
Show nested quote +
On April 17 2010 23:35 -orb- wrote:
On April 17 2010 20:24 Wilko wrote:
Go 11 Gate with 8,5 Nexus-Boost
There is only a small eco-loss and you should be able to defend it


no


why


no as in you won't be able to defend it and it won't make a difference
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
April 17 2010 17:51 GMT
#280
It's almost guaranteed to be completely worthless suggestion, but could you just take a thirty second hit of not-mining time and hide the probes until the stalker comes out? (Obviously not an ideal solution.)
But why?
Wilko
Profile Blog Joined August 2009
Germany470 Posts
Last Edited: 2010-04-17 18:07:53
April 17 2010 18:02 GMT
#281
On April 18 2010 02:41 -orb- wrote:
Show nested quote +
On April 18 2010 02:30 Wilko wrote:
On April 17 2010 23:35 -orb- wrote:
On April 17 2010 20:24 Wilko wrote:
Go 11 Gate with 8,5 Nexus-Boost
There is only a small eco-loss and you should be able to defend it


no


why


no as in you won't be able to defend it and it won't make a difference


Due to the faster gate u can buy time with probes+zealot untill your stalker pops out
You will only lose 3-4 probes, which leads to an even worker-count again, which isn't optimal, but acceptable
It worked vs Lucifron and TheLittleOne and i'm pretty sure they executed it nearly perfectly

But i don't have a problem, if u prove me wrong
So if u have a replay, which shows that this opening doesn't work against it, post it plz (sry, if i don't believe in common game-knowledge)
ChaosWielder
Profile Blog Joined April 2010
United States166 Posts
April 17 2010 20:02 GMT
#282
I think there's a misconception several people have, which is the reason that -orb- is so upset(or at least how I assume some people say they 'fended it off' with zealots, or something like that). Prior to the last few games I just played, I'd encountered "reaper rushes" that I thought were being done by good players; somehow, though, I managed to defend against it. I always had my stalker out in time. The problem is, upon checking the replays, they had always built their barracks at their ramp and just waypointed from there. That's a waste of time Now, having just faced the cheese three times in a row, I feel comfortable adding my rage with -orb-'s. The fast reapers are being created by a barracks near your spawn and, really, there simply isn't much time to react: your zealot is a joke, and "pulling probes" doesn't actually work(and god forbid somebody recommend cannons again). You have to suck it up and go for the stalker which, really, doesn't seem to be particularly fair. The terran will have gained a fairly good advantage at this point and can then transition into something more dangerous down the line.

This does not seem to be a strategy that is particularly fair for the toss and it requires, essentially, a probe pulled off immediately to scout the opponent and a pylon being warped in at far too early a junction to be viable later on(assuming you've built well to deal with the rush) It is simply a matter of math, and I do not think it has been addressed fairly or reasonably in this thread. -orb- has his share of nerd rage, but I think it's justified here(despite what I previously had thought).
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
April 18 2010 00:41 GMT
#283
I didn't read the thread, but how are zergs handling a fast proxy reaper rush on 2 player maps? I'm wondering if I should be opening overpool with the extractor trick even against terran on a big map like desert oasis. I played a game today where I noticed terran opening up proxy rax but I was able to scout it perfectly with my first ov just barely I think without him seeing me and I was able to overpool extractor trick open and easily won the game. If I went 15 hatch 14 pool which I would normally do I think I would have lost every time.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
DreamOen
Profile Joined March 2010
Spain1400 Posts
April 18 2010 01:19 GMT
#284
I used some time to read all this topic and, im completely agree with orb, what a bunch of stupid suggestions...
Im a protoss player as well, and I tryed with one comrade ways to stop that , and without an "god imagination" its impossible to face it atm with and ok BO.
Tester | MC | Crank | Flash | Jaedong | MVP
RoboFerret
Profile Joined March 2010
United States70 Posts
April 18 2010 01:29 GMT
#285
While not saying it's balanced at all, because I don't believe it is, it's not "impossible" to counter. People really need to try just going 10 gateway, and then using probe/zealot micro to fight it off. The most you should lose will be 2 or 3 probes.
Chen
Profile Joined June 2009
United States6344 Posts
Last Edited: 2010-04-18 01:59:02
April 18 2010 01:47 GMT
#286
On April 18 2010 10:29 RoboFerret wrote:
While not saying it's balanced at all, because I don't believe it is, it's not "impossible" to counter. People really need to try just going 10 gateway, and then using probe/zealot micro to fight it off. The most you should lose will be 2 or 3 probes.

Have you
A) bothered to read ANY of this thread?
B) ever TRIED to do what you suggest? its like saying you will never lose more than a few lings/drones vs a slow vulture.
people have tried 10 gate, they have been cutting probes all over the place to try to get stalker out in time. esp when they build a proxy bunker, which forces you to attack that and let the reaper pick off units.
Also, even if it is possible to hold off, do you terrans really think that saying a toss MUST cut large numbers of probes to rush early stalker every game or risk auto-loss is fair?
willeesmalls
Profile Joined March 2010
United States477 Posts
April 18 2010 03:14 GMT
#287
If a toss 10gate 13 gas 15 cyber, isn't the probe ~3 at most? Take 5 probes and click past the reaper until you can surround him. If he doesn't have 3 probe kills by the time your stalker comes out, isn't he behind?
BentoBox
Profile Joined November 2009
Canada303 Posts
Last Edited: 2010-04-18 04:20:59
April 18 2010 03:40 GMT
#288
So nony says that what you need to do is pull all your probes in order to make them chase the reaper, and as he shoots the probe at the head of the line once, you make him retreat immediately (somewhat similar in principle to Blink retreat micro), and that should buy you enough time before you get your Stalker out. Obviously very hard to do.

Don't know how that leaves you economically vs Terran after the exchange.
Only dead fish swim with the stream
Jugan
Profile Blog Joined July 2009
United States1566 Posts
April 18 2010 03:45 GMT
#289
On April 03 2010 02:54 AltCtrlDel wrote:
The Zealots should have a burst sprint ability (With cool down timer, not lasting too long) from the beginning to balance it out in this rush scenario or any .. just enough to track down a Reaper and at least combat it .. (Then if you wanted to after then "research" the ability that it currently has in the game) Reaper could micro skillfully to try and battle 2 or 3 Zeal's off which would be fair. <-- My 2 cents.. =X


no they shouldn't. Their damage output and charge are already good enough. oh no, a reaper, which costs gas and takes a long time to build, can beat a zealot. wow. NO WAY.

although i like the sprint idea on the zealots. if you give marines some kind of 100+ damage bazooka and the ability to blink.
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
LONG_PTR
Profile Joined September 2009
United States10 Posts
April 18 2010 03:56 GMT
#290
So yea, did anyone else just watch Tasteless v Loner?
I honestly don't understand whats left to talk about in this topic other than "it is cheesy." I also wonder how many people have actually watched a reaper cheese replay and not just assume it is "normal reaper timing" and not "super fast reaper timing."

Avoiding to talk about some key points, like 8 supply proxy rax and decent gas timing, is silly.
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
April 18 2010 04:13 GMT
#291
After testing it out on a few T and P players, this looks to me like the early brood war 4 pool rush, which was nearly undefendable.

I think boosting tech lab build time by 5 seconds (which it should be anyway) would bring this down to the current level of 4 pool, making it more all in (so players wont abuse it) and more defendable.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
April 18 2010 04:14 GMT
#292
On April 18 2010 12:56 LONG_PTR wrote:
So yea, did anyone else just watch Tasteless v Loner?
I honestly don't understand whats left to talk about in this topic other than "it is cheesy." I also wonder how many people have actually watched a reaper cheese replay and not just assume it is "normal reaper timing" and not "super fast reaper timing."

Avoiding to talk about some key points, like 8 supply proxy rax and decent gas timing, is silly.


one guy did exactly them same thing to me as Loner did to tasteless just now and its can only be block if you hv ur cyber at 15 b4 the 2nd pylon and it requires massive micro to survive b4 the stalker comes out... if you cant spot that early, you r doom!
Im daed. Follow me @TL_NB
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 18 2010 04:14 GMT
#293
On April 18 2010 12:40 BentoBox wrote:
So nony says that what you need to do is pull all your probes in order to make them chase the reaper, and as he shoots the probe at the head of the line once, you make him retreat immediately (somewhat similar in principle to Blink retreat micro), and that should buy you enough time before you get your Sentry out. Obviously very hard to do.

Don't know how that leaves you economically vs Terran after the exchange.


This would leave you waaaaaay behind.

8 Raxing doesn't leave the terran that far behind because of the mule mechanic, whereas if you completely stop mining for that entire time you will be soooooooo far behind
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
willeesmalls
Profile Joined March 2010
United States477 Posts
April 18 2010 04:35 GMT
#294
Why would u pull all the probes? you only need enough to surround the reaper. 5-6 would be max. As long as you make his reaper move instead of fire, you can limit your probe losses.

I 15 cyber 17 pylon. Why is it so bad to cyber at 15?
Equalizer
Profile Joined April 2010
Canada115 Posts
April 18 2010 05:05 GMT
#295
WARNING: The following is theorycraft so if you're only willing to consider things that have been test in-game stop reading

I'll look at what I believe is the most effective reaper attack possible and try to come up with a generic start build that can tolerate it without gimping the toss severely if there was in fact no reaper rush.

First, off I'm going to assume that the opponent has perfect micro.
That is, zealots can't touch a reaper and probes can't surround it.

Second, I'm going to consider the fastest reaper build I know to exist which is,
0:37 rax
0:50 refinery
1:38 tech lab
2:04 reaper
2:44 reaper finish
3:15 earliest possible for reaper to be in toss base (Note: 3:20 or a few seconds later will be the case on most maps)

This was first posted on blizz form here:
http://forums.battle.net/thread.html?topicId=24261187853&sid=5000

Third, lets say that every 6 seconds that the reaper is in the toss base the toss player looses a probe. This may seem a bit high but I'm assuming that the toss player also has perfect micro and will be pulling the probe under fire from mining and running it away from the reaper.
(Note: prior to upgrade reapers and workers have equal speed.)

Here's what I suggest for the toss start build:
(Note: I'm not using the food based build format since I don't think its specific enough)

train probe, count: 7
train probe, count: 8
train probe, count: 9
chrono boost nexus
train probe, count: 10

build 1 pylon [expected start time 1:00]
build 1 gateway [expected start time 1:25]
send gateway build probe to scout

train probe, count: 11
chrono boost nexus
train probe, count: 12
train probe, count: 13

build assimilor [expected start time 2:00]

train probe, count: 14

build cybernetics core [expected start time 2:30]

(By now you should have scouted if he is rushing or not and can deviate from this if rush indicators not seen)

train zealot
chrono boost gate way
(on completion send zealot towards terran base ignoring reaper, should stall the terran and is necessary in case terran switched to marauder)

(I expect scout probe to have died trying to be annoying)
train probe, count: 14

continue training probes to replace those that will die but don't supply block the stalker

[reaper to be in toss base 3:15]

train stalker [expected start time 3:20]
chrono boost gate way
after 20 seconds chrono boost gate way again
stalker finished 3:52

train another stalker

expected probe losses 6-7

Terran will likely have 8-9 scv's and orbital command.
Note: Terran will need to deal with zealot, so can't just power after make only 1 reaper.
Toss should have 11-12 probes

End result is at least comparable economic shape.

I found that a normal 12 gate gets the stalker out at about 15 seconds later,
11 gate about 10 seconds later.

Any way good luck to those trying to beat reaper rush I'd say toss can emerge at least close to even in this extreme case so it isn't truly broken.

Note: I haven't considered other reaper timing since I assume they wouldn't be fast enough to be effective.
The person who says it cannot be done, should not interrupt the person doing it.
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
Last Edited: 2010-04-18 05:40:46
April 18 2010 05:39 GMT
#296
I wathed orbs stream once and he complained that marines were way way way overpowred lmfao. delete thread plx, this is only a problem on small 2player maps and you should be expecting it there, micro probes/zlot better and terran has to micro in your base+at home perfectly to draw any sort of advantage from this.

Tip, dont let him build a bunker behind your probeline while watching idly as it finishes.
simply saying "OMG MULE MECHANIC" as a counter-argument to the terran behind severely behind due to cutting scvs for a long time is retarded...as I suspect you are.
"I like turtles"
Chen
Profile Joined June 2009
United States6344 Posts
Last Edited: 2010-04-18 05:47:22
April 18 2010 05:43 GMT
#297
+ Show Spoiler +
On April 18 2010 14:05 Equalizer wrote:
WARNING: The following is theorycraft so if you're only willing to consider things that have been test in-game stop reading

I'll look at what I believe is the most effective reaper attack possible and try to come up with a generic start build that can tolerate it without gimping the toss severely if there was in fact no reaper rush.

First, off I'm going to assume that the opponent has perfect micro.
That is, zealots can't touch a reaper and probes can't surround it.

Second, I'm going to consider the fastest reaper build I know to exist which is,
0:37 rax
0:50 refinery
1:38 tech lab
2:04 reaper
2:44 reaper finish
3:15 earliest possible for reaper to be in toss base (Note: 3:20 or a few seconds later will be the case on most maps)


This was first posted on blizz form here:
http://forums.battle.net/thread.html?topicId=24261187853&sid=5000

Third, lets say that every 6 seconds that the reaper is in the toss base the toss player looses a probe. This may seem a bit high but I'm assuming that the toss player also has perfect micro and will be pulling the probe under fire from mining and running it away from the reaper.
(Note: prior to upgrade reapers and workers have equal speed.)

Here's what I suggest for the toss start build:
(Note: I'm not using the food based build format since I don't think its specific enough)

train probe, count: 7
train probe, count: 8
train probe, count: 9
chrono boost nexus
train probe, count: 10

build 1 pylon [expected start time 1:00]
build 1 gateway [expected start time 1:25]
send gateway build probe to scout

train probe, count: 11
chrono boost nexus
train probe, count: 12
train probe, count: 13

build assimilor [expected start time 2:00]

train probe, count: 14

build cybernetics core [expected start time 2:30]

(By now you should have scouted if he is rushing or not and can deviate from this if rush indicators not seen)

train zealot
chrono boost gate way
(on completion send zealot towards terran base ignoring reaper, should stall the terran and is necessary in case terran switched to marauder)

(I expect scout probe to have died trying to be annoying)
train probe, count: 14

continue training probes to replace those that will die but don't supply block the stalker

[reaper to be in toss base 3:15]

train stalker [expected start time 3:20]
chrono boost gate way
after 20 seconds chrono boost gate way again
stalker finished 3:52

train another stalker

expected probe losses 6-7

Terran will likely have 8-9 scv's and orbital command.
Note: Terran will need to deal with zealot, so can't just power after make only 1 reaper.
Toss should have 11-12 probes

End result is at least comparable economic shape.

I found that a normal 12 gate gets the stalker out at about 15 seconds later,
11 gate about 10 seconds later.

Any way good luck to those trying to beat reaper rush I'd say toss can emerge at least close to even in this extreme case so it isn't truly broken.

Note: I haven't considered other reaper timing since I assume they wouldn't be fast enough to be effective.

If you're doing this build its obviously going to be a proxy rax, so reaper will be in the base BEFORE 3 minutes, ie another 4ish probes dead assuming perfect micro. plus you dont seem to understand that a terran with equal or even more scv's has a HUGE eco advantage vs a toss because of the mule.

On April 18 2010 14:39 arnold(soTa) wrote:
I wathed orbs stream once and he complained that marines were way way way overpowred lmfao. delete thread plx, this is only a problem on small 2player maps and you should be expecting it there, micro probes/zlot better and terran has to micro in your base+at home perfectly to draw any sort of advantage from this.

Tip, dont let him build a bunker behind your probeline while watching idly as it finishes.
simply saying "OMG MULE MECHANIC" as a counter-argument to the terran behind severely behind due to cutting scvs for a long time is retarded...as I suspect you are.

dude you are retarded and in need of a ban. you're argument is just as retarded when you say its fine that the toss just sacrifices all semblance of an economy automatically on every two player map just so they have a chance to not auto-die to this rush. plus his response to the bunker was smarter than yours, he just used his zeal to kill the scv and cancel its construction rather than your stupid idea of pulling probes to kill it, or did you bother to watch the replay he posted?
plus WTF do you think the terran has to do at home? hotkey the CC to 1, racks to 2, reaper to 3. with automine every 20 seconds click 1, hit hotkey for scv, hit 2 hit hotkey for reaper, go back to micro vs slower melee units
Equalizer
Profile Joined April 2010
Canada115 Posts
April 18 2010 05:47 GMT
#298
@chen All I can say is try it as terran. If you proxy your rax will be slower and end result will be similar or slower reaper.
The person who says it cannot be done, should not interrupt the person doing it.
Never.Say.GG
Profile Blog Joined April 2010
United States192 Posts
Last Edited: 2010-04-18 05:55:21
April 18 2010 05:54 GMT
#299
Since when was a game you lose a good game? Many times... Just don't say it =(
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
April 18 2010 05:58 GMT
#300
Can some top level plat players play each other and try this out a bunch of times to see what he results are?
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
LONG_PTR
Profile Joined September 2009
United States10 Posts
April 18 2010 06:04 GMT
#301
On April 18 2010 14:39 arnold(soTa) wrote:
I wathed orbs stream once and he complained that marines were way way way overpowred lmfao. delete thread plx, this is only a problem on small 2player maps and you should be expecting it there, micro probes/zlot better and terran has to micro in your base+at home perfectly to draw any sort of advantage from this.

Tip, dont let him build a bunker behind your probeline while watching idly as it finishes.
simply saying "OMG MULE MECHANIC" as a counter-argument to the terran behind severely behind due to cutting scvs for a long time is retarded...as I suspect you are.


Aren't you contradicting yourself by saying that you need to pull probes off the minerals, giving protoss a loss of minerals; and then you're saying mules don't put terran ahead when protoss has probes off the mineral field.

Mules aren't broken at all, and neither are marines; that is irrelevant. But usually what follows reaper harass is marauder all ins with 2-3 barracks. "Micro"-ed probes require the reaper to not run away, allowing himself to be surrounded. Just having probes chase the reaper is good enough to give terran a lead. Reapers will rape a small number of probes. Reapers also rape zealots because zealots are too slow to keep up. Using a large number of probes to chase the reaper just sets you back way too much, but it will drive off the reaper(s) at a high cost.

Of course, then come in the marauders. Those small inconveniences add up, they do not allow you to get enough to defend with. Zealots to chase reapers away is a little silly. Reapers do bonus damage against light, and having that many zealots to begin with is just blocking your ability to tech up, or do anything else.


On a map like desert oasis where you have half the enemy's base as a cliff to retreat with; reapers seem way too cheesy. But on maps where mineral lines don't have a cliff behind them, it could probably be fought off with probes surrounding the reaper if the reaper tries to go behind the mineral lines. But why would the reaper do that and go out of his way to back himself against a wall? Decent reaper harass just always has the reaper in a decent sensible spot, plus SCVs were cut to get those reapers there very early.


There might be a way to fight this off, sure. But I don't really see any valid solutions other than "you all are retards, here is a link to the tampax website." It is sad to see someone actually do that to orb when orb is taking low level replays and actually trying to help the low level community. I can't say I have the right to say this, but damn, where is the respect for people trying to do good?
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
April 18 2010 06:18 GMT
#302
Again, the problem seems to be not in the actual units, but in map design.

Small maps + long cliffs = extremely hard for P to defend (or T actually, this reaper rush screws another terran even worse than it does a protoss), but once retarded maps like desert oasis get phased out by community (or kespa or blizzard) made balanced maps, this rush will become less and less viable.

I really want to see what blizzard changes in the next patch before casting judgment about this thing being imba.
NonY
Profile Blog Joined June 2007
8748 Posts
April 18 2010 06:25 GMT
#303
On April 18 2010 12:40 BentoBox wrote:
So nony says that what you need to do is pull all your probes in order to make them chase the reaper, and as he shoots the probe at the head of the line once, you make him retreat immediately (somewhat similar in principle to Blink retreat micro), and that should buy you enough time before you get your Stalker out. Obviously very hard to do.

Don't know how that leaves you economically vs Terran after the exchange.

You don't need to use every Probe. I'd say 4-5 at a time. You only need enough to make the Reaper have to run away. So you still have 12+ Probes mining.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
LONG_PTR
Profile Joined September 2009
United States10 Posts
April 18 2010 06:37 GMT
#304
On April 18 2010 15:25 Liquid`NonY wrote:
Show nested quote +
On April 18 2010 12:40 BentoBox wrote:
So nony says that what you need to do is pull all your probes in order to make them chase the reaper, and as he shoots the probe at the head of the line once, you make him retreat immediately (somewhat similar in principle to Blink retreat micro), and that should buy you enough time before you get your Stalker out. Obviously very hard to do.

Don't know how that leaves you economically vs Terran after the exchange.

You don't need to use every Probe. I'd say 4-5 at a time. You only need enough to make the Reaper have to run away. So you still have 12+ Probes mining.


Damn that is a hot idea. To recap, looks like you take 4-5 probes to force the reaper to retreat, and if the probe takes damage, then send it back while the other probes keep charging. From the looks of it, you're cutting an equal number of workers, and probably a lot less. Once that stalker gets out, woo.

Sound about right? Well, lets hope this ends terran early reaper harass since you would come out on top once you get a stalker out.
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
April 18 2010 06:56 GMT
#305
On April 18 2010 14:43 Chen wrote:
+ Show Spoiler +
On April 18 2010 14:05 Equalizer wrote:
WARNING: The following is theorycraft so if you're only willing to consider things that have been test in-game stop reading

I'll look at what I believe is the most effective reaper attack possible and try to come up with a generic start build that can tolerate it without gimping the toss severely if there was in fact no reaper rush.

First, off I'm going to assume that the opponent has perfect micro.
That is, zealots can't touch a reaper and probes can't surround it.

Second, I'm going to consider the fastest reaper build I know to exist which is,
0:37 rax
0:50 refinery
1:38 tech lab
2:04 reaper
2:44 reaper finish
3:15 earliest possible for reaper to be in toss base (Note: 3:20 or a few seconds later will be the case on most maps)


This was first posted on blizz form here:
http://forums.battle.net/thread.html?topicId=24261187853&sid=5000

Third, lets say that every 6 seconds that the reaper is in the toss base the toss player looses a probe. This may seem a bit high but I'm assuming that the toss player also has perfect micro and will be pulling the probe under fire from mining and running it away from the reaper.
(Note: prior to upgrade reapers and workers have equal speed.)

Here's what I suggest for the toss start build:
(Note: I'm not using the food based build format since I don't think its specific enough)

train probe, count: 7
train probe, count: 8
train probe, count: 9
chrono boost nexus
train probe, count: 10

build 1 pylon [expected start time 1:00]
build 1 gateway [expected start time 1:25]
send gateway build probe to scout

train probe, count: 11
chrono boost nexus
train probe, count: 12
train probe, count: 13

build assimilor [expected start time 2:00]

train probe, count: 14

build cybernetics core [expected start time 2:30]

(By now you should have scouted if he is rushing or not and can deviate from this if rush indicators not seen)

train zealot
chrono boost gate way
(on completion send zealot towards terran base ignoring reaper, should stall the terran and is necessary in case terran switched to marauder)

(I expect scout probe to have died trying to be annoying)
train probe, count: 14

continue training probes to replace those that will die but don't supply block the stalker

[reaper to be in toss base 3:15]

train stalker [expected start time 3:20]
chrono boost gate way
after 20 seconds chrono boost gate way again
stalker finished 3:52

train another stalker

expected probe losses 6-7

Terran will likely have 8-9 scv's and orbital command.
Note: Terran will need to deal with zealot, so can't just power after make only 1 reaper.
Toss should have 11-12 probes

End result is at least comparable economic shape.

I found that a normal 12 gate gets the stalker out at about 15 seconds later,
11 gate about 10 seconds later.

Any way good luck to those trying to beat reaper rush I'd say toss can emerge at least close to even in this extreme case so it isn't truly broken.

Note: I haven't considered other reaper timing since I assume they wouldn't be fast enough to be effective.

If you're doing this build its obviously going to be a proxy rax, so reaper will be in the base BEFORE 3 minutes, ie another 4ish probes dead assuming perfect micro. plus you dont seem to understand that a terran with equal or even more scv's has a HUGE eco advantage vs a toss because of the mule.

Show nested quote +
On April 18 2010 14:39 arnold(soTa) wrote:
I wathed orbs stream once and he complained that marines were way way way overpowred lmfao. delete thread plx, this is only a problem on small 2player maps and you should be expecting it there, micro probes/zlot better and terran has to micro in your base+at home perfectly to draw any sort of advantage from this.

Tip, dont let him build a bunker behind your probeline while watching idly as it finishes.
simply saying "OMG MULE MECHANIC" as a counter-argument to the terran behind severely behind due to cutting scvs for a long time is retarded...as I suspect you are.

dude you are retarded and in need of a ban. you're argument is just as retarded when you say its fine that the toss just sacrifices all semblance of an economy automatically on every two player map just so they have a chance to not auto-die to this rush. plus his response to the bunker was smarter than yours, he just used his zeal to kill the scv and cancel its construction rather than your stupid idea of pulling probes to kill it, or did you bother to watch the replay he posted?
plus WTF do you think the terran has to do at home? hotkey the CC to 1, racks to 2, reaper to 3. with automine every 20 seconds click 1, hit hotkey for scv, hit 2 hit hotkey for reaper, go back to micro vs slower melee units


rofl ur a joke..yes I have watched the replay (not that I need to, I unlike you can execute both the cheesereaper rush and the defence), orb clearly fucked up...simply as that.
what do you think I meant by using probes on bunker? maybe I shuold have made it clearer rofl, just thought ppl on this site had some brains, ofc target the scv........ just because you are a copperleaguer dont asume everyone else is :D
This is not hard to stop. true story. Orb just whinges on and on about anything that kills him, and you fanboys just eat it up. "OH LOOK MY RACE _IS_ Underpowred, here is the proof"
simple instructions for terran macro, thnx for the help roflcompstomp.
Not like the P micro is harder...infact its easier if you calm down and approach it without your nerdrage.
"I like turtles"
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
Last Edited: 2010-04-18 09:05:21
April 18 2010 08:40 GMT
#306
You're either a troll or too young to be on this site.

But I like nony's idea, kinda micro heavy but that's rushing, I'm gonna try it out with a friend later.

Edit: also, I watched the desert replay again, and I just keep seeing more things you do wrong, orb. First of all, throughout the game, from when the first reaper shows, you know you're being rushed, OK? You then make 1 stalker while allowing a couple probes to be killed from what seems to be pure negligence, and then after you've chased off the reapers you put the stalker facing the base entrance. You know there are 2-3 reapers hiding, with a cliff right by your probes, how about putting the stalker by the probes? And why is it that you always have 2, sometimes even 3 probes queued up while not making anything from your gateway? You know you're being rushed, you know that means the terran economy is bad, why don't you ease on probe chronoing for a second and beat off the rush? No offense, but it just seems like you're not even trying.

All that aside, have you tried sending a zeal to the enemy base? You'd get 2 critical scv kills or a comlete mining halt before he even gets a reaper back there, and then the pressure is off.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-04-18 09:00:22
April 18 2010 08:55 GMT
#307
On April 18 2010 17:40 Osmoses wrote:
But I like nony's idea, kinda micro heavy but that's rushing, I'm gonna try it out with a friend later.


That's not some random Idea Nony has concocted magically, that's pretty much what everyone has been saying the last 2 weeks (I'm sure I said it like 3 times in this thread), you guys just don't want to listen, and I'm sure Nony waited until now to post because it's common sense and didn't think he had to say anything.

But it's too late, the damage has been done and we can expect a significant tech lab nerf (or something similar) next week because of the MASS amount of threads on the bnet forums about it.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 18 2010 09:09 GMT
#308
I was talking about the probe rotation, the chasing is pretty obvious.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Lythis
Profile Joined January 2010
Germany87 Posts
April 18 2010 09:11 GMT
#309
I am T and have huge problems against 9 Reaper on small maps with more then one entry cliff. Its even hard to block the first reaper with two marines and decent micro and if they pile up the loss is incoming. Do you build a bunker behind your mineral line(doesn't protect all workers) or is there any other way to safely shield them off?
lolreaper
Profile Joined April 2010
301 Posts
April 18 2010 09:54 GMT
#310
On April 18 2010 17:55 PokePill wrote:
Show nested quote +
On April 18 2010 17:40 Osmoses wrote:
But I like nony's idea, kinda micro heavy but that's rushing, I'm gonna try it out with a friend later.


That's not some random Idea Nony has concocted magically, that's pretty much what everyone has been saying the last 2 weeks (I'm sure I said it like 3 times in this thread), you guys just don't want to listen, and I'm sure Nony waited until now to post because it's common sense and didn't think he had to say anything.

But it's too late, the damage has been done and we can expect a significant tech lab nerf (or something similar) next week because of the MASS amount of threads on the bnet forums about it.

this lol
everytime i do this rush most good tosses defend it that way
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
April 18 2010 10:49 GMT
#311
On April 18 2010 18:11 Lythis wrote:
I am T and have huge problems against 9 Reaper on small maps with more then one entry cliff. Its even hard to block the first reaper with two marines and decent micro and if they pile up the loss is incoming. Do you build a bunker behind your mineral line(doesn't protect all workers) or is there any other way to safely shield them off?


You need to get a marauder out asap, not a bunker.

If you don't scout this and 11 rax like usual, it's almost autoloss, 12 rax - guaranteed autoloss.

Main problem of this rush was never P or Z, it was mirror MUs, especially after SCV hp and marauder nerf.
4Servy
Profile Joined August 2008
Netherlands1542 Posts
April 18 2010 13:43 GMT
#312
its problem for p on desert oasis/bliss sands mostly, blizzard cant design maps for shit so thats the issue not the build imo.
ZeKk
Profile Blog Joined November 2004
Sweden320 Posts
April 18 2010 13:48 GMT
#313
On April 18 2010 19:49 Sadistx wrote:
Show nested quote +
On April 18 2010 18:11 Lythis wrote:
I am T and have huge problems against 9 Reaper on small maps with more then one entry cliff. Its even hard to block the first reaper with two marines and decent micro and if they pile up the loss is incoming. Do you build a bunker behind your mineral line(doesn't protect all workers) or is there any other way to safely shield them off?


You need to get a marauder out asap, not a bunker.

If you don't scout this and 11 rax like usual, it's almost autoloss, 12 rax - guaranteed autoloss.

Main problem of this rush was never P or Z, it was mirror MUs, especially after SCV hp and marauder nerf.

But normally u scout after u start building the rax so I dont see how you can have a bigger chance in finding he's proxy that and react to it. Or are you saying to scout before the rax?
Maruders takes so long time to build, seems like he can get alot of scv before ur first one is out.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-04-18 14:03:13
April 18 2010 14:02 GMT
#314
On April 18 2010 15:25 Liquid`NonY wrote:
Show nested quote +
On April 18 2010 12:40 BentoBox wrote:
So nony says that what you need to do is pull all your probes in order to make them chase the reaper, and as he shoots the probe at the head of the line once, you make him retreat immediately (somewhat similar in principle to Blink retreat micro), and that should buy you enough time before you get your Stalker out. Obviously very hard to do.

Don't know how that leaves you economically vs Terran after the exchange.

You don't need to use every Probe. I'd say 4-5 at a time. You only need enough to make the Reaper have to run away. So you still have 12+ Probes mining.


to everyone: please see this game as an example of the type of micro that NonY is talking about.
next week on Everybody Loves HypnoToad:
RoosterSamurai
Profile Blog Joined March 2010
Japan2108 Posts
April 18 2010 15:39 GMT
#315
You don't always need stalkers. If you know he's getting reapers, and you stick a cannon behind your mineral line, you will be okay.
Pelirrojo
Profile Joined April 2010
United States98 Posts
Last Edited: 2010-04-18 16:26:42
April 18 2010 16:25 GMT
#316
I play Terran and have a lot of trouble with the reaper cheese. Since bunkers are salvageable, I've been playing around with the idea of putting up a bunker near my mineral line by default when playing against other terrans. My normal build is 10sup 12 rax 13 sup for the walloff, but against another terran you don't really need the wall usually except for denying scouting, so building a bunker on 13 doesn't set you back too much and it can be salvaged as soon as the threat of reaper cheese is gone.

I'm only in gold, though, so the people I play against are either 1) bad at micro, 2) good at micro but incapable of multitasking/continuing to macro while they micro. Or they just plain aren't doing it right, which is another possibility...

Have any other T's experimented with adding an early bunker to their TvT BO and then salvaging it once you have enough to defend? I'm not playing at a very high level so I can't really say whether it's a good or bad idea.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
April 18 2010 17:55 GMT
#317
On April 18 2010 15:25 Liquid`NonY wrote:
Show nested quote +
On April 18 2010 12:40 BentoBox wrote:
So nony says that what you need to do is pull all your probes in order to make them chase the reaper, and as he shoots the probe at the head of the line once, you make him retreat immediately (somewhat similar in principle to Blink retreat micro), and that should buy you enough time before you get your Stalker out. Obviously very hard to do.

Don't know how that leaves you economically vs Terran after the exchange.

You don't need to use every Probe. I'd say 4-5 at a time. You only need enough to make the Reaper have to run away. So you still have 12+ Probes mining.


sir, i tried it and i had even more trouble when the second one come in the first should have 1 kills i assume)... the only thing i hvnt tried is that 15 cy => stalker => kill reapers => zealots => charges => all in since zea > marauder
Im daed. Follow me @TL_NB
LONG_PTR
Profile Joined September 2009
United States10 Posts
April 18 2010 19:10 GMT
#318
On April 18 2010 23:02 BlasiuS wrote:
Show nested quote +
On April 18 2010 15:25 Liquid`NonY wrote:
On April 18 2010 12:40 BentoBox wrote:
So nony says that what you need to do is pull all your probes in order to make them chase the reaper, and as he shoots the probe at the head of the line once, you make him retreat immediately (somewhat similar in principle to Blink retreat micro), and that should buy you enough time before you get your Stalker out. Obviously very hard to do.

Don't know how that leaves you economically vs Terran after the exchange.

You don't need to use every Probe. I'd say 4-5 at a time. You only need enough to make the Reaper have to run away. So you still have 12+ Probes mining.


to everyone: please see this game as an example of the type of micro that NonY is talking about.


Wish the protoss didn't lose this one, but yea, thats a decent example I guess.


On April 19 2010 02:55 NB wrote:
Show nested quote +
On April 18 2010 15:25 Liquid`NonY wrote:
On April 18 2010 12:40 BentoBox wrote:
So nony says that what you need to do is pull all your probes in order to make them chase the reaper, and as he shoots the probe at the head of the line once, you make him retreat immediately (somewhat similar in principle to Blink retreat micro), and that should buy you enough time before you get your Stalker out. Obviously very hard to do.

Don't know how that leaves you economically vs Terran after the exchange.

You don't need to use every Probe. I'd say 4-5 at a time. You only need enough to make the Reaper have to run away. So you still have 12+ Probes mining.


sir, i tried it and i had even more trouble when the second one come in the first should have 1 kills i assume)... the only thing i hvnt tried is that 15 cy => stalker => kill reapers => zealots => charges => all in since zea > marauder


First time I tried it, it worked out half way until the second reaper. But the next few times, it actually worked out. Seems like a hit and miss, some people just can't manage their reapers while others seem unfazed (that is, when their second reaper comes out). Though, can't have everyone give the answers for every step of the game for us. Tried some weird stuff on that second reaper, like two groups of probes, and that hilariously got me to my stalker. It did hit my mining time by a bit, but once my stalker was out, I got my sentry asap and force fielded my ramp for any marauders afterwards.

Dunno, still further than I've managed to get before.
G3nXsiS
Profile Joined July 2009
United States656 Posts
April 18 2010 19:21 GMT
#319
Instead of going for the stalker try, going for some zealots instead and try microing around with it and some probes. Chances are if he went for such a fast reaper, his orbital command would be a little later, so you can afford to lose some probes in that sense. My advice would be to just build a nice sim city around your base. Apart from this you gotta take into account the spawn positions, what if he scouts you late? Then his timing will obviously be later.

Overall just try the zealot strategy or rush to the stalker as fast as you can, remember if you scout him early enough you can also use your probe to attack his scv building the barracks which can delay it a little.
Hope is the first step on the road to dissapointment
dNo_O
Profile Joined November 2008
United States233 Posts
April 18 2010 20:01 GMT
#320
On April 17 2010 23:32 -orb- wrote:
Show nested quote +
On April 17 2010 20:35 Skyze wrote:
I rush my stalker asap, but if I scout and see he proxied his rax (ie faster reaper outing) I will build one zeal while my core is being built, to at least chase abit so the reaper cant just reign free on my probes. Sure it puts your stalker and economy behind abit, but it is worth it to possibly only lose 1-2 probes instead of 4-5.

Also, if I am feeling extremely vunerable to a reaper rush from the start (ie the player is a known cheeser, a randomer or certain maps) - I make sure to pylon on 8, gate on 9, core 10. It gives me a few extra seconds for that stalker to come faster, at the cost of economy. But better safe than sorry in certain situations.


I apologize in advance for being so god damn bad manner to all you dumb fucks in my thread, but holy fucking shit.

It's like an endless fucking stream of dumb fucking morons that come into the thread spewing their fucking idiocy all over the place. Read the fucking OP, watch the fucking replay, or get the fuck out I don't give a shit what you have to say.

What you've said has been said already and it doesn't fucking work if you had read the thread at all, so please kill yourself for being so god damn stupid.

I'm so tired of 90% of the replies to topics these days being from retards that don't even read the OP let alone even a fraction of the rest of the thread. You're not welcome


yeah let's put this guy's stream on the calendar. he seems like a positive influence in the community.
It is a profitable thing, if one is wise, to seem foolish.
SolHeiM
Profile Blog Joined April 2010
Sweden1264 Posts
April 19 2010 13:37 GMT
#321
He's done more for the community than you ever will, so yeah.
klez.gen
Profile Joined April 2010
United States50 Posts
April 22 2010 07:39 GMT
#322
I just got trolled with fast reapers. This replay is pretty funny actually, shows what a noob I am.

So what I gather from this thread so far, I'm supposed to rush out a stalker as fast as possible, that's essentially my only option.

Any suggestions on what I should have done in this specific situation? I'm new to protoss and didn't realize that zealot cannot hit reaper.
klez.gen
Profile Joined April 2010
United States50 Posts
April 22 2010 07:39 GMT
#323
FFs forgot my replay link
http://ifile.it/1jrf2cd/reapers.SC2Replay
klez.gen
Profile Joined April 2010
United States50 Posts
April 22 2010 09:33 GMT
#324
bump for help, I can't make a thread but this one is so huge most people are probably not checking it anymore, heh
Feefee
Profile Joined November 2009
Canada556 Posts
April 22 2010 09:56 GMT
#325
On April 22 2010 18:33 klez.gen wrote:
bump for help, I can't make a thread but this one is so huge most people are probably not checking it anymore, heh


Gosh where to begin^^;
If you watch the replay yourself, he started his rax on 6, never had more than 10 probes and never had minerals to get his orbital command. In other words, if you had killed that one reaper, bunker or not, he would have had no chance of coming back. To be honest his build was utter garbage and not even close to a good "fast reaper" build order that people do, but here's why you lost anyways:

-don't go double gate against terran, go gate core and get a fast stalker. I realize this was a 2v2 game and getting only one gateway is a bit scary, but as soon as you have a gateway and some gas you can get a sentry and block your ramp to be safe.

-if you don't want to place your gateways close to the ramp (in order to crate a choke) make sure you keep tabs on his scouting SCV. Also scout yourself, you could've seen the tech lab and expected a reaper. And once you did you could've guessed that the scouting scv that you never saw is building a bunker in your base somewhere.

-biggest issue: you completely and utterly stopped probe production.. that's like the ultimate no-no in starcraft. The only time you should stop producing probes is either if your build specifically calls for a short period of no-probing, or if you're on 3 fully saturated bases. In other words almost never =P. Until you learn how to build probes non-stop, quite frankly, no matter what people throw at you, you're going to lose.
klez.gen
Profile Joined April 2010
United States50 Posts
April 22 2010 13:12 GMT
#326
Sweet! Thanks for the advice, I'll see what I can do!
gmerc
Profile Joined August 2009
Canada45 Posts
April 22 2010 13:22 GMT
#327
8 Pylon
Chrono 9+10
12 Gate

Chrono probes once more when ur guaranteed to use all of it.
Gas when gate is ~60%
Cyber when gate is down and start mining gas
Stalker asap.

*NOTE DO NOT GET A DAMN SENTRY

You only chrono probes twice so u can chrono your stalker.
Prober micro will take care of your probe losses.

You can scout with any probe, from 8 pylon to 15 gas based on the map and adjust from what you find out.

GL
klez.gen
Profile Joined April 2010
United States50 Posts
April 22 2010 14:24 GMT
#328
Thanks for the info!
Mente
Profile Joined December 2009
United States288 Posts
April 22 2010 14:33 GMT
#329
I don't understand why people think reaper rush is OP. It really isn't... at all.
Solomon Grundy want pants too!
Iblis
Profile Joined April 2010
904 Posts
April 22 2010 15:41 GMT
#330
Yes it is. A fast reaper can kill as many probe as he want while kiting your zealot, by the time your first Stalker is out he just killed so much probe he is nearly ahead with Mule and has just to get 2 marauder and he will roll over your 1-2 stalkers while your struggling to get you eco back up.

Replay: http://www.filefront.com/16205505/ccup round 4 cheese reaper.S

Yes it was at the 4th round of a CraftCup he made sure he passed it.
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 22 2010 15:52 GMT
#331
On April 19 2010 00:39 RoosterSamurai wrote:
You don't always need stalkers. If you know he's getting reapers, and you stick a cannon behind your mineral line, you will be okay.

If you get a forge/cannon, I'm going to fast expand and just overrun you with marauders or marines.


Forge/cannon is a losing answer. Pulling 4-5 probes until your stalker comes out is the right one.
GinNtoniC
Profile Blog Joined October 2007
Sweden2945 Posts
Last Edited: 2010-04-22 16:22:24
April 22 2010 16:12 GMT
#332
On April 13 2010 23:48 NightOne wrote:
Show nested quote +
On April 13 2010 23:20 -orb- wrote:
i love when people talk about supply count for probes as if the MULE doesn't exist


i love when people talk about MULE imbalance as if chronoboost doesn't exist...


/agreed with antimage that orb is just trolling this thread now since he can't exactly whine that its impossible to beat anymore, guess he learned how to do math or something..

somebody close thread please
On April 04 2010 05:04 sikatrix wrote:
build a zealot and micro probes while you chrono your stalker. You seriously whining about this? good god
On April 05 2010 22:07 AllFear wrote:
reapers need a buff

On April 13 2010 23:41 duckhunt wrote:
yea... all you have to do is micro good and you will stop it, thx for question
These people seriously need a foot in the face.
I thought the old strategy forums were frustrating at times, but I wouldn't want to moderate the growing SC2 strategy forums if you paid me in gold.
For the love of banana juice, watch the bloody replay, check the actual timings (hint, just because a reaper shows up in your base early, DOES NOT mean that the build has been executed properly to match the timing seen in orb's replays.
If your opponent happens to be a shit terran and can't execute a build order properly or can't execute kiting micro with a reaper vs probes/zealots, then that's a big circumstantial difference and whatever conclusion you drew from that game DOES NOT apply under circumstances where an opponent actually executes build order and micro correctly.

Now, if you want to step into a thread like this and spew out absurd statements like "learn2play!" or "na-uh, your race is MORE imba", then you're not addressing the problem at hand, you're just being a complete and utter swamp bridge troll.

Need I say, please get the **** out?
Huge fan of JulyZerg, HonestTea and that guy Kim Taek Yong.
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
Last Edited: 2010-04-22 16:31:57
April 22 2010 16:30 GMT
#333
Those timings are not that important, sending a few probes on first reaper solves the problem to a certain amount. When first stalker pops out, Reapers are in trouble and ineffective.
Hit and Run with Reapers against Probes is much less effective than just shooting at them.
Yes it will cost you some probes, however Terran has a weak economy as well and needs much more skill to continue his normal build than the Protoss does for the time those reapers are around in the base. Else they get surrouneded or just killed by probes.

I'm playing early reapers often in TvT and TvP and Protoss usually holds it off much more easily as Marines are anything else but strong against reapers. A stalker however clears the situation.
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
cyoz
Profile Joined March 2010
Germany17 Posts
April 23 2010 01:30 GMT
#334
Didn't white-ra show today vs TLO how to handle it?
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 23 2010 01:37 GMT
#335
On April 23 2010 10:30 cyoz wrote:
Didn't white-ra show today vs TLO how to handle it?


Not at all, nice try though.

1: TLO for some unknown reason didn't proxy his 7rax, nor did he even build it at the edge of his base. He had it in the middle of his base, and since they were at CROSS POSITIONS this makes a huge difference. Had he proxied in the middle of the map it would have been far more effective

2: He still killed 5 probes.

Imagine how much MORE effective it would have been had he proxied... I'd wager he would have gotten 8+ probes
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Mente
Profile Joined December 2009
United States288 Posts
April 23 2010 01:43 GMT
#336
Cut 7~ scvs to kill 8 probes.
Solomon Grundy want pants too!
cyoz
Profile Joined March 2010
Germany17 Posts
April 23 2010 13:26 GMT
#337
On April 23 2010 10:37 -orb- wrote:
Show nested quote +
On April 23 2010 10:30 cyoz wrote:
Didn't white-ra show today vs TLO how to handle it?


Not at all, nice try though.

1: TLO for some unknown reason didn't proxy his 7rax, nor did he even build it at the edge of his base. He had it in the middle of his base, and since they were at CROSS POSITIONS this makes a huge difference. Had he proxied in the middle of the map it would have been far more effective

2: He still killed 5 probes.

Imagine how much MORE effective it would have been had he proxied... I'd wager he would have gotten 8+ probes


I think it's very possible that if TLO had proxied, the exchange would be about even.. maybe he would have killed 1 more probe than he cut SCVs, but this gets offset by the fact that he has a rax in the middle of the map and a sligh tech-disadvantage.
Zoltan
Profile Blog Joined March 2010
United States656 Posts
April 23 2010 13:45 GMT
#338
On April 22 2010 23:33 Mente wrote:
I don't understand why people think reaper rush is OP. It really isn't... at all.


Check the Terran- A complete overview thread under the reaper section: those are 2 of the worst games i played that day and both were won EZ with fast reaps.
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
wentelteef
Profile Joined April 2010
Netherlands3 Posts
April 23 2010 13:53 GMT
#339
TVP 6 proxirax, refinary, then 2 reapers, after 2 reapers you make marauders, p is forced into making stalkers, marauders>stalkers. Is there anything a P can do v this?
TAD[nnilf]
Profile Joined February 2010
United States191 Posts
April 23 2010 14:15 GMT
#340
Just use the zealot first build and micro until you can get your stalker out... not that hard -.-
In America!
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 23 2010 16:56 GMT
#341
On April 23 2010 22:53 wentelteef wrote:
TVP 6 proxirax, refinary, then 2 reapers, after 2 reapers you make marauders, p is forced into making stalkers, marauders>stalkers. Is there anything a P can do v this?


Last patch? Probably not.

This patch? Definitly not.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
Rabbismitty
Profile Joined April 2010
United States2 Posts
Last Edited: 2010-04-23 18:03:42
April 23 2010 17:59 GMT
#342
The only thing I can offer is this. The most effective use of reapers is as a harassment unit. Ergo they will most likely be targeting your supply line. An early forge with a few early photon cannons could save the day. I am not gold or plat, so I bow to your greater play. Just offering my humble opinion. As for other races, spine crawler for zerg and bunker for terran really helps fighting this strat as well, in my opinion. With all that being said the best way to counter reapers is with the terran themselves, again my opinion.

Just a quick edit but I think it goes without saying. You'll want to place the defense either around your supply, or in a place that would cut off their route into your base, remember reapers can't fly only jump up cliff sides.
Of all the things I ve lost...I miss my mind the most
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 23 2010 18:54 GMT
#343
Whats the optimal reaper into Marauder build?

9rax, proxy, , 9 refinery, 11 depot, 2 reapers then transition into marauders, correct?
Aether
Profile Joined April 2010
Canada123 Posts
Last Edited: 2010-04-23 19:03:14
April 23 2010 18:59 GMT
#344
There really doesn't seem to be any possible counter for Protoss timing-wise other than super early scouting + cannons which will probably put you way behind and make you super vulnerable to marauder marine transition, probably better to just lose some probes while waiting for the stalker. Obviously Zealots can't do anything against a reaper with the most basic micro and stalkers take too long. Hopefully they do something to delay reapers.
To answer your questions: No, I'm not that Aether and it is pronounced ee-thur. :)
STS17
Profile Joined April 2010
United States1817 Posts
April 23 2010 19:06 GMT
#345
I have found a slightly different Reaper -> marauder build to be effective.

9 Supply, 11 Rax, 11 gas, 13/14 OC/techlab (generally both go down as soon as rax is finished)

Get second gas while techlab is upgrading, when techlab is finished, begin Reaper Speed asap (begin first Reaper first). Get second Rax as soon as you have the minerals and a second supply as well. At this point you should be able to get 3 Reapers finished right as Reaper Speed is finishing. This allows you to pop workers/rines/lings in one volley and lots in 2 volleys - while having the speed to micro around stalkers and queens.

I can generally get quite a few kills this way while teching to 2 port banshees or getting more barracks for marauders. When executed perfectly it can land 3 marauders in their mineral line around the 6:15 mark while still giving you a decent enough way of defending yourself against most forms of cheese/early aggression.
Platinum Level Terran - Take my advice from that perspective
Entropia
Profile Joined April 2010
France103 Posts
April 23 2010 19:12 GMT
#346
I don't know if someone already proposed this:

make cliff jumping a research. Easy solution, it will increase the time for the reaper to get in your base and harder microing it.

Yeah I should work for Blizzard, I know :D
STS17
Profile Joined April 2010
United States1817 Posts
April 23 2010 19:21 GMT
#347
On April 24 2010 04:12 Entropia wrote:
I don't know if someone already proposed this:

make cliff jumping a research. Easy solution, it will increase the time for the reaper to get in your base and harder microing it.

Yeah I should work for Blizzard, I know :D


I hope this isn't a serious post. Without the ability to initially cliffjump, the timing window (i.e. the early game) where the Reaper is useful will be closed before that tech is available to them.
Platinum Level Terran - Take my advice from that perspective
newbcake
Profile Joined March 2010
United States57 Posts
April 23 2010 19:25 GMT
#348
why even build a reaper now? just build a marauder and kite zealots or kill stalkers. no reaper needed.
NightOne
Profile Joined March 2010
Canada215 Posts
April 23 2010 19:28 GMT
#349
this thread just keeps coming back... i don't see one about 6 pool ling rush with 400 replies and a bump every 2 hours on it.. this "problem" is already solved with various different openings..

11 gate cyber chrono-zealot stalker, chase reaper around until stalker out
10 gate cyber chrono-stalker
9 gate cyber chrono-stalker
if you are really feeling paranoid 8-gate cyber chrono-stalker..
12 gate cyber chrono zealot chrono-stalker works pretty good too.. out of 7 or so games i've played vs this strat i've only lost one because i wasted chrono on probes instead of getting that stalker out...
Entropia
Profile Joined April 2010
France103 Posts
April 23 2010 19:46 GMT
#350
On April 24 2010 04:21 STS17 wrote:
Show nested quote +
On April 24 2010 04:12 Entropia wrote:
I don't know if someone already proposed this:

make cliff jumping a research. Easy solution, it will increase the time for the reaper to get in your base and harder microing it.

Yeah I should work for Blizzard, I know :D


I hope this isn't a serious post. Without the ability to initially cliffjump, the timing window (i.e. the early game) where the Reaper is useful will be closed before that tech is available to them.


Yes it was serious.
I my vision of the game reaper were supposed to be a harass early game unit, not a cheese unit.

That's my humble opinion.
refraxion
Profile Joined March 2010
Canada88 Posts
April 23 2010 20:03 GMT
#351
Reapers would be dumb without the initial cliff jumping technique.
Erethorma
Profile Joined April 2010
United States12 Posts
April 25 2010 15:41 GMT
#352
On April 03 2010 02:40 -orb- wrote:
EDIT: Please someone explain to me how to hold this off in this new replay: http://www.mediafire.com/?uzatmniw2nw


While this doesn't directly pertain to the issue at hand, anyone else getting problems trying to watch the newest replay? I can watch the older ones but this and a few recent ones don't seem to work. :I
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
April 25 2010 17:20 GMT
#353
It seems there is no way to stop this unless you specifically select at the start to choose a build that counters it. For example, fast expanding as terran, with good micro/build I can defend and survive. Against reapers they just come 20 seconds too soon, and it doesnt seem right that I should make a bunch of extra marines (which reapers fucking rape anyways) just on the possiblity of that build.

Reapers would be fine if they were delayed 20 seconds.
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Barth95
Profile Joined April 2010
France18 Posts
April 25 2010 19:31 GMT
#354
Just my 2 cents:
When an early reaper jumps behind your mineral line, I always try to surround it with 5-6 probes before he goes on the "field" (I mean, you can surround him easier when he's close to a cliff). If I don't succeed, I take 4 probes and micro them as well as I can, making 2 of them chasing the reaper and 2 others anticipating his movement. Thus I can harm him, and make him run away to shoot my probes from a distance, which grants me time. I often lose 2, sometimes 3 probes to this early harass but that's not a great loss compared to the cost of the reaper.
The real problems are coming AFTER that (switch to marauders, pushing with 4 or 5 of them, then switching to banshees which my dead stalkers can't really counter).
In God We Trush.
Johnranger-123
Profile Blog Joined August 2009
United Kingdom341 Posts
April 25 2010 19:51 GMT
#355
Early reaper builds are easy to repel, just as long as you micro your probes away from his reaper and draw him to the middle of your mineral line you can surround and kill that reaper. chrono boosting your stalker, then getting robo to get immortal (chrono boosted as well) to repel any pressure from marauder.
B_w_S
Profile Joined March 2010
United States28 Posts
April 25 2010 20:23 GMT
#356
On April 26 2010 04:51 Johnranger-123 wrote:
Early reaper builds are easy to repel, just as long as you micro your probes away from his reaper and draw him to the middle of your mineral line you can surround and kill that reaper. chrono boosting your stalker, then getting robo to get immortal (chrono boosted as well) to repel any pressure from marauder.

This only works if your opponent is either not paying attention or retarded. It would never happen that way in upper level games.
B_w_S
STS17
Profile Joined April 2010
United States1817 Posts
April 25 2010 20:55 GMT
#357
On April 26 2010 02:20 fusionsdf wrote:Reapers would be fine if they were delayed 20 seconds.


You need to be very careful with statements such as this. The Reaper's strength lies almost solely in the fact that it can perform its harassment before an opponent can retaliate. If you "fix" the Reaper rush by delaying it until the point where your opponent can repel it easily then the unit becomes almost useless in upper level games.
Platinum Level Terran - Take my advice from that perspective
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 25 2010 21:01 GMT
#358
On April 26 2010 05:55 STS17 wrote:
The Reaper's strength lies almost solely in the fact that it can perform its harassment before an opponent can retaliate. If you "fix" the Reaper rush by delaying it until the point where your opponent can repel it easily then the unit becomes almost useless in upper level games.


I think this is the short-sighted thinking that just isn't productive in beta. Reapers aren't useless after the 3 minute mark. They still demolish workers as well as structures in a heartbeat. Most players aren't going to load up on static defense if you don't open with reapers, so you are very easily capable of throwing a few reapers into his base while you attack him elsewhere. Not to mention they make exellent scouts and they can kite zealots and zerglings pre-speed upgrade.

Sure, 6supply reapers are scary, but 6 reapers in my base at any point is still scary. Regardless of wether or not i can make units to kill them: i have to actually kill them before they do major damage, and that's not easy when you aren't parked in your base.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
refraxion
Profile Joined March 2010
Canada88 Posts
April 25 2010 21:45 GMT
#359
Yeah reapers are pretty deadly. I've actually been thinking of throwing some into my mid-game to throw off an opponent and hope to pick off as many workers as possible.
Umbrella
Profile Blog Joined September 2007
Taiwan936 Posts
April 27 2010 04:10 GMT
#360
I have no idea how to stop early reapers in Terran vs. Random and they happen to get Terran. Should I simply start not walling off anymore vs. Random players at all? Help is appreciated.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 27 2010 04:16 GMT
#361
On April 27 2010 13:10 Umbrella wrote:
I have no idea how to stop early reapers in Terran vs. Random and they happen to get Terran. Should I simply start not walling off anymore vs. Random players at all? Help is appreciated.


Make 2 marines if you aren't sure they aren't going reaper. Don't be afraid to make a few extra. Pull a couple scvs if you have to it's not the end of the world and rine + scv forces him to take a little extra damage when he stops to shoot.
Half man, half bear, half pig.
Umbrella
Profile Blog Joined September 2007
Taiwan936 Posts
April 27 2010 04:38 GMT
#362
On April 27 2010 13:16 Floophead_III wrote:
Show nested quote +
On April 27 2010 13:10 Umbrella wrote:
I have no idea how to stop early reapers in Terran vs. Random and they happen to get Terran. Should I simply start not walling off anymore vs. Random players at all? Help is appreciated.


Make 2 marines if you aren't sure they aren't going reaper. Don't be afraid to make a few extra. Pull a couple scvs if you have to it's not the end of the world and rine + scv forces him to take a little extra damage when he stops to shoot.


Hmm, well I'm talking about proxy rax reapers on 2 player maps so they come super fast and I wall off in case I'm facing a zerg or a protoss. I probably need to change my build order though, so what do you suggest I do? And when should I scout vs. random players?
Chunkybuddha
Profile Blog Joined May 2009
Canada347 Posts
April 27 2010 04:53 GMT
#363
On April 27 2010 13:10 Umbrella wrote:
I have no idea how to stop early reapers in Terran vs. Random and they happen to get Terran. Should I simply start not walling off anymore vs. Random players at all? Help is appreciated.

Against random, and if they don't tell you your race, always make a couple marines early. They could ling rush you, or proxy gate (not really that common) or the common, super fast\proxy reaper. If none of those happen, you really aren't going to notice your build order messing up that much from two marines.
USER WAS SEXUALLY ABUSED FOR THIS POST.
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-27 05:45:59
April 27 2010 05:44 GMT
#364
orb just look at this: 6/11 proxy reaper rush + bunker + rauder to counter the 1st stalker:


its not the best micro from toss side but it doesnt matter, its still undefendable

this isnt used by a lot of player right now because its not known enough...
but i bet in couple of weeks everyone will be talking about this opening....

if you are a terran just try it, it doesnt require a lot of skill to do it. with perfect micro youll get 100% win against toss on most maps.

ps: this isnt a troll and im not a noob im plat.
someone_elses_lies@live.fr
virusak
Profile Joined December 2009
Czech Republic344 Posts
April 27 2010 06:02 GMT
#365
wow, really can't do anything at all against that
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
April 27 2010 06:19 GMT
#366
Blizzard should decrease the reaper's time, so you can get a stalker in time...
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-27 06:22:45
April 27 2010 06:21 GMT
#367
Terran clani.raq 1433 206 21 90.75%


FROM starcraftrankings.com

look at the winning percentage 90.75%
206 WIN
21 LOSS

SO now do believe me ?
someone_elses_lies@live.fr
Nitron
Profile Joined April 2010
Singapore177 Posts
April 27 2010 13:00 GMT
#368
I agree with orb that the proxy reaper is a pain in the ass as the protoss cannot do anything until the stalker comes out. They should have a way for protoss to counter the reaper rush. Clani your W/L ratio is impressive but i think the protoss player also made a lot of mistakes, sending so many probes to kill one scv, and none chasing ur reaper, and worse of all building a zealot first.
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
Last Edited: 2010-04-27 13:57:58
April 27 2010 13:55 GMT
#369
On April 27 2010 22:00 Nitron wrote:
I agree with orb that the proxy reaper is a pain in the ass as the protoss cannot do anything until the stalker comes out. They should have a way for protoss to counter the reaper rush. Clani your W/L ratio is impressive but i think the protoss player also made a lot of mistakes, sending so many probes to kill one scv, and none chasing ur reaper, and worse of all building a zealot first.

building zealot first is simply to try and delay the reaper from sitting there picking off probes so easily so you buy time to get the stalker out, and also to help kill at bunker they might put down. It doesnt set your stalker back at all so theres really no point in not doing it.

Most of the people who have reaper rushed me have never really done any damage, and i dont think it's AS game breaking as people in this thread are making it out to be... Although it is definitely very strong, as i think it should be.

edit: it looks like the protoss actually had his zealot a little late as it should finish in time to atleast kill the scv building the bunker.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
oxxo
Profile Joined February 2010
988 Posts
April 27 2010 13:57 GMT
#370
On April 27 2010 14:44 j4vz wrote:
orb just look at this: 6/11 proxy reaper rush + bunker + rauder to counter the 1st stalker:
http://www.youtube.com/watch?v=rmmRwF_ZhO4

its not the best micro from toss side but it doesnt matter, its still undefendable

this isnt used by a lot of player right now because its not known enough...
but i bet in couple of weeks everyone will be talking about this opening....

if you are a terran just try it, it doesnt require a lot of skill to do it. with perfect micro youll get 100% win against toss on most maps.

ps: this isnt a troll and im not a noob im plat.


That toss was bad. All that showed is even though you did 6 rax it's still not fast enough to be as OP as orb and others claim. He could have EASILY defended that and then killed you.
the-darkest-templar
Profile Joined February 2009
United States32 Posts
April 27 2010 14:10 GMT
#371
On April 27 2010 13:10 Umbrella wrote:
I have no idea how to stop early reapers in Terran vs. Random and they happen to get Terran. Should I simply start not walling off anymore vs. Random players at all? Help is appreciated.


Marines. Since you should be building a marine (or reaper) to start anyway, get one. If you see a reaper, save it, get a second one, go kill it. Go back to what you were doing. You should have two marines by the time a tech-lab and reaper finishes anyway, so this should be no issue.
InnerPartySystem
Profile Blog Joined April 2010
Netherlands49 Posts
Last Edited: 2010-04-27 14:15:11
April 27 2010 14:13 GMT
#372
+ Show Spoiler +
On April 27 2010 22:57 oxxo wrote:
On April 27 2010 14:44 j4vz wrote:
orb just look at this: 6/11 proxy reaper rush + bunker + rauder to counter the 1st stalker:
http://www.youtube.com/watch?v=rmmRwF_ZhO4

its not the best micro from toss side but it doesnt matter, its still undefendable

this isnt used by a lot of player right now because its not known enough...
but i bet in couple of weeks everyone will be talking about this opening....

if you are a terran just try it, it doesnt require a lot of skill to do it. with perfect micro youll get 100% win against toss on most maps.

ps: this isnt a troll and im not a noob im plat.


That toss was bad. All that showed is even though you did 6 rax it's still not fast enough to be as OP as orb and others claim. He could have EASILY defended that and then killed you.


+1. Last night I saw this game of Demuslim vs LiquidNazgul, were Nazgul showed off some great probe micro vs a fast reaper build and only lost 4 probes or something.
[image loading]
Accept what you cant change and change what you cant accept.
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-04-27 14:15:46
April 27 2010 14:15 GMT
#373
On April 27 2010 15:21 j4vz wrote:
Terran clani.raq 1433 206 21 90.75%


FROM starcraftrankings.com

look at the winning percentage 90.75%
206 WIN
21 LOSS

SO now do believe me ?


Look up my stats OakHill.OakHill, I was 172-14 (92%) and gave him 13 of his losses, and he beat me twice because I tried to beat him going straight robo tech with no zealot or immortal.
InnerPartySystem
Profile Blog Joined April 2010
Netherlands49 Posts
April 27 2010 14:22 GMT
#374
On April 24 2010 01:56 WorkersOfTheWorld wrote:
Show nested quote +
On April 23 2010 22:53 wentelteef wrote:
TVP 6 proxirax, refinary, then 2 reapers, after 2 reapers you make marauders, p is forced into making stalkers, marauders>stalkers. Is there anything a P can do v this?


Last patch? Probably not.

This patch? Definitly not.


First a stalker, then switch to sentries if he keeps making marauder, forcefield+guardianshield+sentryFF will pwn marauders.
Accept what you cant change and change what you cant accept.
chirievalord
Profile Joined May 2009
Costa Rica92 Posts
April 27 2010 14:35 GMT
#375
You cannot blockade the addon with a pylon... You do remember T structures can lift off don't you?
InnerPartySystem
Profile Blog Joined April 2010
Netherlands49 Posts
April 27 2010 14:41 GMT
#376
On April 27 2010 23:35 chirievalord wrote:
You cannot blockade the addon with a pylon... You do remember T structures can lift off don't you?


You do remember that you can cancel a pylon and build it again as he is trying to land do you? And you can just block it with your probe, as he will need to pull an scv to hunt your probe away, which costs him minerals and precious harrass time. The best thing to do is:
>block addon with probe
>build pylon as soon as your probe is almost dead
>run probe around to regen shield, while forcing lift off
>cancel pylon, block landing with your probe
If you are able to pull this of, you will stall his harrass sooo much, it isn't even funny.
Accept what you cant change and change what you cant accept.
wentelteef
Profile Joined April 2010
Netherlands3 Posts
April 27 2010 14:47 GMT
#377
The trick is not to loose your reapers, so if the P decides to switch to sentries you can just 1 shot em with 2-3 reapers.
ZeKk
Profile Blog Joined November 2004
Sweden320 Posts
April 27 2010 15:19 GMT
#378
On April 27 2010 22:57 oxxo wrote:
Show nested quote +
On April 27 2010 14:44 j4vz wrote:
orb just look at this: 6/11 proxy reaper rush + bunker + rauder to counter the 1st stalker:
http://www.youtube.com/watch?v=rmmRwF_ZhO4

its not the best micro from toss side but it doesnt matter, its still undefendable

this isnt used by a lot of player right now because its not known enough...
but i bet in couple of weeks everyone will be talking about this opening....

if you are a terran just try it, it doesnt require a lot of skill to do it. with perfect micro youll get 100% win against toss on most maps.

ps: this isnt a troll and im not a noob im plat.


That toss was bad. All that showed is even though you did 6 rax it's still not fast enough to be as OP as orb and others claim. He could have EASILY defended that and then killed you.


And that we only have your word on. How would he have defended well, without losing too much? building zealot and delay the stalker? stall with probes?
InnerPartySystem
Profile Blog Joined April 2010
Netherlands49 Posts
April 27 2010 15:34 GMT
#379
On April 28 2010 00:19 ZeKk wrote:
Show nested quote +
On April 27 2010 22:57 oxxo wrote:
On April 27 2010 14:44 j4vz wrote:
orb just look at this: 6/11 proxy reaper rush + bunker + rauder to counter the 1st stalker:
http://www.youtube.com/watch?v=rmmRwF_ZhO4

its not the best micro from toss side but it doesnt matter, its still undefendable

this isnt used by a lot of player right now because its not known enough...
but i bet in couple of weeks everyone will be talking about this opening....

if you are a terran just try it, it doesnt require a lot of skill to do it. with perfect micro youll get 100% win against toss on most maps.

ps: this isnt a troll and im not a noob im plat.


That toss was bad. All that showed is even though you did 6 rax it's still not fast enough to be as OP as orb and others claim. He could have EASILY defended that and then killed you.


And that we only have your word on. How would he have defended well, without losing too much? building zealot and delay the stalker? stall with probes?


Check the replay I posted above and see how LiquidNazgul pulls it off with some great probe micro and a CBed stalker, only losing about 4 probes in the process (meaning he is way ahead).
Accept what you cant change and change what you cant accept.
comis
Profile Joined April 2010
United States333 Posts
April 27 2010 16:10 GMT
#380
On April 27 2010 14:44 j4vz wrote:
orb just look at this: 6/11 proxy reaper rush + bunker + rauder to counter the 1st stalker:


its not the best micro from toss side but it doesnt matter, its still undefendable

this isnt used by a lot of player right now because its not known enough...
but i bet in couple of weeks everyone will be talking about this opening....

if you are a terran just try it, it doesnt require a lot of skill to do it. with perfect micro youll get 100% win against toss on most maps.

ps: this isnt a troll and im not a noob im plat.


You went retarded fast rush build vs his Econ/tech. He did not build appropriately to counter your reapers (his zealot came out way late). What does this prove? That his build was off/he needs practice.

This replay just reminds me of watching Nony proxy right in T's face and absolutely smash against some random dude. The dude asks "has this ever been stopped" as he's getting stomped into the ground. Nony responds, "Yes."

Anyone can post a replay of some rush working, that doesn't mean it's "undefendable".
ZeKk
Profile Blog Joined November 2004
Sweden320 Posts
April 27 2010 16:16 GMT
#381
On April 28 2010 00:34 InnerPartySystem wrote:
Show nested quote +
On April 28 2010 00:19 ZeKk wrote:
On April 27 2010 22:57 oxxo wrote:
On April 27 2010 14:44 j4vz wrote:
orb just look at this: 6/11 proxy reaper rush + bunker + rauder to counter the 1st stalker:
http://www.youtube.com/watch?v=rmmRwF_ZhO4

its not the best micro from toss side but it doesnt matter, its still undefendable

this isnt used by a lot of player right now because its not known enough...
but i bet in couple of weeks everyone will be talking about this opening....

if you are a terran just try it, it doesnt require a lot of skill to do it. with perfect micro youll get 100% win against toss on most maps.

ps: this isnt a troll and im not a noob im plat.


That toss was bad. All that showed is even though you did 6 rax it's still not fast enough to be as OP as orb and others claim. He could have EASILY defended that and then killed you.


And that we only have your word on. How would he have defended well, without losing too much? building zealot and delay the stalker? stall with probes?


Check the replay I posted above and see how LiquidNazgul pulls it off with some great probe micro and a CBed stalker, only losing about 4 probes in the process (meaning he is way ahead).


If I only could :/
Ganondorf
Profile Joined April 2010
Italy600 Posts
April 27 2010 16:18 GMT
#382
Problem with reapers is the counter requires some really good micro and high apm. Surround (2 or more groups of workers/units), pull attacked workers back, while still macroing with other workers mining.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-04-27 16:47:20
April 27 2010 16:32 GMT
#383
The dude in that youtube vid got a Stalker at like 4:35. Doing a super-fast Stalker build 10Gate, 14Core, like I literally always do against Terran, it comes out at the 3:54 mark. That Reaper is in his base at 3:10. That's a pretty large time frame to build a bunker and attack workers. You'll have to sacrifice workers to prevent the bunker (I doubt a single Stalker can take on 2 Reapers in a bunker) and then kite/attack the Reaper (make him micro) until that Stalker shows up. I haven't had any problem with that part, honestly.

I normally build a Zealot after the Stalker, so I've got an answer to the following Marauder. This is standard in every one of my games against Terrans. If it turns out he's not Reaper rushing, I'll send my Stalker into his base and cause some havoc. You can kill one Marine out of his first 3 without losing any health and if he runs off, you can start shooting depots/tech lab and be a real pain in the ass. So, Reaper rush or not, you can make the most out of that build. If he has Marauders, obviously, you just run away, grab a Sentry and figure out what's up with his build order through Hallucination or a quick Observer and react accordingly.

At the end of the day, I really hate the Reaper. Its such horrible design. The unit is essentially useless outside of an early rush. There's nothing the Reaper can do late game that sending a small fraction of your M&M army out in a Medivac can't. Want to do econ harassment? Drop M&Ms with a medivac. Want to kill a defenseless expansion when his army is miles away? Drop M&Ms with a medivac. Want to counter the Zealots and/or Sentries in his army? Make more MMMs!

I just don't see the point of that unit other than to give Terrans these cheese attacks as an early game option.
Stayenalive
Profile Joined April 2010
United States13 Posts
Last Edited: 2010-04-27 17:24:06
April 27 2010 17:23 GMT
#384
The problem with early game harrasing is that it should be harrass. Rushing should not ever be cheese. If someone wants to take an econ hit by building units instead of expanding or saturating their mineral line.... so be it. It should all be defendable. (AKA SCVs killing 6 pool lings)

Repears remind me of late game cannon fodder speedlings. They feel useless late game, and aren't used the same way as they are in the early game. They should almost equate to banelings. They should be the Orc Raiders from wc3.

Make reapers require an engineering bay(maybe even require a cheap upgrade to get jump packs to allow them hop cliffs), make them cost more gas, and let them be built via reactor attachments.
Diplomacy is the art of saying Nice Doggy until one can find a bigger rock.
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-27 18:18:40
April 27 2010 17:48 GMT
#385
On April 27 2010 23:13 InnerPartySystem wrote:
Show nested quote +
+ Show Spoiler +
On April 27 2010 22:57 oxxo wrote:
On April 27 2010 14:44 j4vz wrote:
orb just look at this: 6/11 proxy reaper rush + bunker + rauder to counter the 1st stalker:
http://www.youtube.com/watch?v=rmmRwF_ZhO4

its not the best micro from toss side but it doesnt matter, its still undefendable

this isnt used by a lot of player right now because its not known enough...
but i bet in couple of weeks everyone will be talking about this opening....

if you are a terran just try it, it doesnt require a lot of skill to do it. with perfect micro youll get 100% win against toss on most maps.

ps: this isnt a troll and im not a noob im plat.


That toss was bad. All that showed is even though you did 6 rax it's still not fast enough to be as OP as orb and others claim. He could have EASILY defended that and then killed you.


+1. Last night I saw this game of Demuslim vs LiquidNazgul, were Nazgul showed off some great probe micro vs a fast reaper build and only lost 4 probes or something.
[image loading]


this wasnt a 6/11, i saw that game too, in my video the terran doesnt make a first scv he goes straight for a rax...
and he goes for a bunker and counter the 1st stalker with a marauder...

basically its faster to get a reaper out and youll be closer to the opponent base.

EDIT:
look the demuslim, he start his rax at around 1min.
in my video he start his rax around 40second could be done in 35seconds...

how can you compare this with nazgul game....
someone_elses_lies@live.fr
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
April 27 2010 18:16 GMT
#386
There are variations in this rush depending on the map size obviously, and on some maps like that fire one you don't even have to proxy, because there are ledges out the ass.

Since people tend to not read posts in the middle of the topic, I'll say it again: the reaper rush can be easily fixed by better map design (slightly bigger maps) and a very slight build time increase for the tech lab (5 seconds at most).

Yes, obviously it's easier to defend if you scouted it first, because you can send a few probes to where the reaper would jump and delay it further, but even if you don't, it's still not an autoloss.
Stayenalive
Profile Joined April 2010
United States13 Posts
Last Edited: 2010-04-27 18:35:13
April 27 2010 18:27 GMT
#387
Larger maps would just encourage more proxy builds, less effective "rushing," and an increased build time on reactors would effect other builds and units. Larger maps hurt my 6 pool cheese...
Diplomacy is the art of saying Nice Doggy until one can find a bigger rock.
On_Slaught
Profile Joined August 2008
United States12190 Posts
Last Edited: 2010-04-27 18:56:47
April 27 2010 18:55 GMT
#388
This actually works better on a 4 player map imo b/c the protoss seems to go with more econ builds since they think rushes would be pretty hard to pull off. However with the timing of the 6rax/6gas rush, the scv that built the rax has more than enough time to scout 2 of hte 3 possible bases before the first reaper is out. The only issue is time to base but reapers are quite fast and there is still at least 30seconds, if not a lot more, you will have to fuck up their base before a stalker is out.

It does require some degree of micro to pull off, but it takes even more to defend. I feel bad for most protoss players that run against this.
Hold-Lurker
Profile Joined October 2007
United States403 Posts
April 27 2010 20:28 GMT
#389
Just watched the Nazgul match. Damn he's good. I can't help but to think that a vast majority of plat players would have lost to the marauder+scv followup. And to not panic in the aftermath with only 6 probes left mining minerals, such composure. ^^

If only Demuslim had shot the warping in zealots instead of chasing unslowed sentries and not gotten that marauder trapped by his own scvs, it could have gone very differently. ^^
Xevian
Profile Joined March 2010
United States15 Posts
April 27 2010 22:04 GMT
#390
My problem with the reaper in PvT is that I'm forced to expect this build and counter it. I have no variety in my openers vs T. It's almost impossible to scout if the T puts his rax somewhere sneaky - by the time I get to his base with my probe (9) it's already too late.

Check this out.
Total Cost for 1 reaper
Minerals = 150 (rax) + 75 (refinery) + 50 (tech lab) + 50 (reaper) = 325
Gas = 25 (tech lab) + 50 (reaper) = 75
Total = 325 / 75
Total Cost for 1 stalker
Minerals = 100 (pylon) + 150 (gateway) + 150 (Cyber core) + 75 (assimilator) + 125 (stalker) = 600
Gas = 50 (stalker)
Total = 600 / 50

Obviously it will take the protoss longer to acquire such resources, but let's do some deeper analysis.

I've attached two replays - one of a terran going the fastest possible reaper (6 rax), one a protoss going a fastest possible stalker (8-pylon), both on Blistering Sands. I'm not the best player in the world, but these give a good idea of how fast or slow things can be done.

http://www.mediafire.com/?sharekey=b1c86621a4fe9bc00de4fc1039a0167459d09d6f361d810d597b5d7f10aaff85
The terran replay shows the reaper in the enemy base at 3:11 and a bunker 25% done near the nexus.
The protoss had the stalker ready for battle at 3:58

That's 47 seconds.

Granted, the terran has less workers at this point, but that's about to change, right? I mean... 47 seconds is a long time for a unit that kills a probe in 3.3 seconds and a zealot in 10 seconds.

What could be done to resolve this issue? We still want reapers to be viable early harass, but not so fast that it's impossible to kill it while it is firing for almost a minute.
My suggestion to help alleviate the problem:
Increase tech lab construction time from 25 to 40 seconds
- OR -
Require engineering bay instead of tech lab for reaper production
FagelBagel
Profile Joined April 2010
United States63 Posts
April 27 2010 22:30 GMT
#391
On April 17 2010 23:32 -orb- wrote:
Show nested quote +
On April 17 2010 20:35 Skyze wrote:
I rush my stalker asap, but if I scout and see he proxied his rax (ie faster reaper outing) I will build one zeal while my core is being built, to at least chase abit so the reaper cant just reign free on my probes. Sure it puts your stalker and economy behind abit, but it is worth it to possibly only lose 1-2 probes instead of 4-5.

Also, if I am feeling extremely vunerable to a reaper rush from the start (ie the player is a known cheeser, a randomer or certain maps) - I make sure to pylon on 8, gate on 9, core 10. It gives me a few extra seconds for that stalker to come faster, at the cost of economy. But better safe than sorry in certain situations.


I apologize in advance for being so god damn bad manner to all you dumb fucks in my thread, but holy fucking shit.

It's like an endless fucking stream of dumb fucking morons that come into the thread spewing their fucking idiocy all over the place. Read the fucking OP, watch the fucking replay, or get the fuck out I don't give a shit what you have to say.

What you've said has been said already and it doesn't fucking work if you had read the thread at all, so please kill yourself for being so god damn stupid.

I'm so tired of 90% of the replies to topics these days being from retards that don't even read the OP let alone even a fraction of the rest of the thread. You're not welcome

Your pretty good at SC2 orb, but even the most godly players have no right talking like that.. no one should talk to fellow TLers like that. Im sure you can find a more civilized way of responding.
go4it
Profile Joined March 2010
Croatia91 Posts
April 27 2010 22:39 GMT
#392
He deserves ban for his BM on this topic. Srsly.
Chunkybuddha
Profile Blog Joined May 2009
Canada347 Posts
Last Edited: 2010-04-27 23:05:35
April 27 2010 23:04 GMT
#393
On April 17 2010 23:32 -orb- wrote:


I apologize in advance for being so god damn bad manner to all you dumb fucks in my thread, but holy fucking shit.

It's like an endless fucking stream of dumb fucking morons that come into the thread spewing their fucking idiocy all over the place. Read the fucking OP, watch the fucking replay, or get the fuck out I don't give a shit what you have to say.

What you've said has been said already and it doesn't fucking work if you had read the thread at all, so please kill yourself for being so god damn stupid.

I'm so tired of 90% of the replies to topics these days being from retards that don't even read the OP let alone even a fraction of the rest of the thread. You're not welcome


Holy shit dude... A dumb reply would be to rush all your probes and your first zelot/stalker to t base. A lot of posts here have been viable and interesting to read; I think that's called a discussion, and we had a civilized one until that post.
USER WAS SEXUALLY ABUSED FOR THIS POST.
On_Slaught
Profile Joined August 2008
United States12190 Posts
April 28 2010 02:19 GMT
#394
Orb gives Idra a run for the money in terms of BM. At least Idra is (more) civil on the forums lol.

If the only possible way to stop this is to get a fast stalker then why make a thread? It's not like you can magically make anything else to stop it unless you want to just suicide zealots endlessly. It seems obvious you are pigeonholed into a specific start but what you do after (if u survive) is up for debate I suppose.
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
April 28 2010 02:28 GMT
#395
Somebody should make a Galaxy Editor custom map just to test this part of the game over and over again.
But why?
ymirheim
Profile Joined April 2010
Sweden300 Posts
April 28 2010 02:29 GMT
#396
Where are all the people from the other thread that are crying over micro being dead? Yes, the terran will be able to get a reaper to the toss base before there is a stalker up. Reapers are also fragile as shit and a proxyrax fast reaper is also obvious when you scout so you can be aware that it is coming a short while before the reaper shows up.
You just need to NOT group all your probes and attackmove the reaper, you need to split your probes into two or more groups and flank and surround the reaper. Reapers die ridiculously fast even to probes.

It can always be argued whether or not it is reasonable that this build is so easy for terran that anyone can do it and that it takes significantly more skill for a protoss player to beat it but it is by no means unstoppable with proper probe micro. It must also be taken into consideration that as a terran if you do super fast reaper and the toss stops it, then you are fucked. Plain and simple, dead as a fucking doornail.
The only thing you should feel when you shoot someone... is the recoil
perfectflaw72
Profile Joined April 2010
Canada94 Posts
April 28 2010 02:39 GMT
#397
well usually i dont get rapeared with a 10 raxs but i always scout after my pylon and if i see gas early i expect tech .. reapers or air either way stalkers are good with those. if i do see cheese i get a 11 gate and pump out zealots while i wait for my C core and save 2 chrono boost for it i counter as soon as he attacks with the reaper and lose 2 probes at max which is ok considering if you counter good you should have 3 zealots enough to oneshot scvs and the stalker will have come out he will be more behind then you are and if you keep pushing and its working EXPAND it will make a big difference I always expand when making a push
B.net is down :( but Summers UP :D
Alou
Profile Blog Joined March 2010
United States3748 Posts
April 28 2010 04:53 GMT
#398
I haven't had as much trouble as I have been getting. I just get a fast stalker vers Terran and I can hold off reapers. I lose 2-3 probes max, but with the reapers cost, I consider that fine. If they proxy rax I then take that down easily too as I can get a second stalker too when I go fast first stalker. Yes, you will probably lose some probes, but the Terran will also lose a reaper or two, and a barracks if you're lucky. I had trouble before, but now it's not that bad. I think reaper is fine and I'm a Protoss player.
Life is Good.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 28 2010 05:06 GMT
#399
On April 28 2010 08:04 Chunkybuddha wrote:
Show nested quote +
On April 17 2010 23:32 -orb- wrote:


I apologize in advance for being so god damn bad manner to all you dumb fucks in my thread, but holy fucking shit.

It's like an endless fucking stream of dumb fucking morons that come into the thread spewing their fucking idiocy all over the place. Read the fucking OP, watch the fucking replay, or get the fuck out I don't give a shit what you have to say.

What you've said has been said already and it doesn't fucking work if you had read the thread at all, so please kill yourself for being so god damn stupid.

I'm so tired of 90% of the replies to topics these days being from retards that don't even read the OP let alone even a fraction of the rest of the thread. You're not welcome


Holy shit dude... A dumb reply would be to rush all your probes and your first zelot/stalker to t base. A lot of posts here have been viable and interesting to read; I think that's called a discussion, and we had a civilized one until that post.


Please explain to me how saying the same thing over and over and over after it's been refuted many times is a civilized conversation.

Here's an example conversation:

OP: Example A:
Poster 1: Well couldn't you counter by X
Poster 2: Here's the reason that doesn't work, Poster 1
Poster 3: Well couldn't you counter by Y
Poster 4: Here's the reason that doesn't work, Poster 3
Poster 5: Well couldn't you counter by X
Poster 2: I already showed why that doesn't work...
Poster 6: Well couldn't you counter by X or Y?
Poster anything: WE SHOWED YOU WHY THAT DOESNT WORK
Poster 7-100: Well couldn't you counter by X or Y? I didn't read the thread because I'm the mentally handicapped spawn of a monkey with an abnormally small brain and a llama.

Now do you understand why I'm pissed off? No one fucking reads OPs or other peoples' posts in threads anymore, people just post their idiotic ideas that have already been refuted acting like in a thread with hundreds of posts it hasn't already been discussed and then pretend like the OP has no idea what he's talking about because your solution must work and must've not already been refuted by many different posters explaining why it doesn't work.

It's like you people have downs syndrome, honestly it's infuriating.

As for someone saying I should be banned for my BM, first off nice back seat modding you twat. Secondly, in my opinion if you post in a thread without even having read the OP let alone any other posts in the thread you deserve to be instantly banned. You're not going to add to any discussion if you haven't even read what the discussion is about and are just spewing retarded comments based on the title of the thread, aka the only thing you actually read.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
-orb-
Profile Blog Joined September 2007
United States5770 Posts
Last Edited: 2010-04-28 05:14:17
April 28 2010 05:09 GMT
#400
On April 28 2010 11:19 On_Slaught wrote:
Orb gives Idra a run for the money in terms of BM. At least Idra is (more) civil on the forums lol.

If the only possible way to stop this is to get a fast stalker then why make a thread? It's not like you can magically make anything else to stop it unless you want to just suicide zealots endlessly. It seems obvious you are pigeonholed into a specific start but what you do after (if u survive) is up for debate I suppose.


YET AGAIN IF YOU HAD ACTUALLY READ THE THREAD YOU WOULD KNOW GETTING A FAST STALKER DOES NOT STOP IT.

How fucking stupid do you have to be.

I may give idra a run for his money for forum BM but you give George W. Bush a run for his money on sheer stupidity

Honestly I don't think anything makes me more angry than you morons that think you're so clever posting your oh-so-original ideas in threads where you didn't even read the original post.

Here's an idea: if you didn't read the OP, don't post in the thread! Simple concept!

To be frank the quality of the sc2 strategy forum is absolutely disgusting. Every thread I read I see immediate comments from people that CLEARLY didn't even read the topic. Newsflash: No one cares what you have to say if you don't even know what the fuck is being discussed.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
Last Edited: 2010-04-28 06:11:44
April 28 2010 06:09 GMT
#401
lolumad

The best way to stop a reaper rush once you know its coming(a probe sent after pylon DOES get to the terran base in time to see a gas up with no rax), is to immediately send 4-5 probes to the most probable entrance of the reaper(map dependant, for example blistering sands has the rocks), and just delay any damage he can do. This requires really good micro since you are going to have to pull probes back one by one as soon as they are about to take the second hit.

And of course, you also have to be building up to stalker as soon as possible while this goes on. If you defend it without losing more than 5 probes you are pretty much set.

This is going to be hard for all non high level platinum players, but eventually it should be micro-able at a consistent rate. All you really have to do is force the reaper up and down the cliff and use high ground vision to your advantage, once the second reaper comes out is when you will start losing probes but by then a stalker should be closet to warping in.
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
April 28 2010 07:23 GMT
#402
-orb-, do you think it's possible to make a anti-6/8/10 rax reaper micro map, basically simulating the part where the first reaper shows up to your base and just practicing the micro over and over (like Nazgul's sexy defense)?
But why?
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 08:34 GMT
#403
SOLUTION

12 GATE to CYBER to CHRONO STALKER.

Scout with the 12th or 15th probe.

If he gets cute with bunkers, try to consider where the bunker is, what its shooting, and make smart choices... by the time your second gate unit comes out (not a sentry) you should be fine to just kill off his bunker.

stalkers demolish reapers and outrange them while they are in bunkers.

your economy will be miles ahead unless you are terrible at micro.

Please let this die guys...


EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
April 28 2010 08:37 GMT
#404
-orb-'s gonna rage so hard when he sees gmerc's post

in fact i bet he will literally explode he'll be so angry
But why?
LeoTheLion
Profile Blog Joined July 2006
China958 Posts
Last Edited: 2010-04-28 09:01:31
April 28 2010 09:01 GMT
#405
orb, you should try playing some tvp and see how effective early reaper harass really is. against competent players it really isn't that good. because you cut scvs you have to kill like 5 probes to equalize.

12 gate defends this fine. as gmerc said gate into cyber, no zeal, you might have to dance with your probes a bit but once the stalker comes out you will be ahead.
Communism is not love. Communism is a hammer which we use to crush the enemy. -Chairman Mao
Inspyr
Profile Joined March 2010
Australia41 Posts
April 28 2010 09:03 GMT
#406
http://www.mediafire.com/?zzzjm4zdkjz

Reaper rushes can be so effective.

1 SCV, 1 Reaper, 1 Bunker.

Positioned well. u can supply depot in ur SCV from lings and repair away. see the replay for example.
Within the perfect architecture of thought, Logic may often provide the structure -- but from emotion came the inspiration.
Re-Play-
Profile Blog Joined September 2007
Dominican Republic825 Posts
April 28 2010 11:03 GMT
#407
On April 28 2010 14:09 -orb- wrote:
Show nested quote +
On April 28 2010 11:19 On_Slaught wrote:
Orb gives Idra a run for the money in terms of BM. At least Idra is (more) civil on the forums lol.

If the only possible way to stop this is to get a fast stalker then why make a thread? It's not like you can magically make anything else to stop it unless you want to just suicide zealots endlessly. It seems obvious you are pigeonholed into a specific start but what you do after (if u survive) is up for debate I suppose.


YET AGAIN IF YOU HAD ACTUALLY READ THE THREAD YOU WOULD KNOW GETTING A FAST STALKER DOES NOT STOP IT.

How fucking stupid do you have to be.

I may give idra a run for his money for forum BM but you give George W. Bush a run for his money on sheer stupidity

Honestly I don't think anything makes me more angry than you morons that think you're so clever posting your oh-so-original ideas in threads where you didn't even read the original post.

Here's an idea: if you didn't read the OP, don't post in the thread! Simple concept!

To be frank the quality of the sc2 strategy forum is absolutely disgusting. Every thread I read I see immediate comments from people that CLEARLY didn't even read the topic. Newsflash: No one cares what you have to say if you don't even know what the fuck is being discussed.


right
P1: Best rank? P2:1st time iccup, P1:really? P1 looks at the account of P2 WOW B+ last season ^^
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 28 2010 13:27 GMT
#408
On April 28 2010 17:34 gmerc wrote:
SOLUTION

12 GATE to CYBER to CHRONO STALKER.

Scout with the 12th or 15th probe.

If he gets cute with bunkers, try to consider where the bunker is, what its shooting, and make smart choices... by the time your second gate unit comes out (not a sentry) you should be fine to just kill off his bunker.

stalkers demolish reapers and outrange them while they are in bunkers.

your economy will be miles ahead unless you are terrible at micro.

Please let this die guys...




Solution: Read the fucking thread you dumb fucking asshole
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 28 2010 13:27 GMT
#409
On April 28 2010 18:01 LeoTheLion wrote:
orb, you should try playing some tvp and see how effective early reaper harass really is. against competent players it really isn't that good. because you cut scvs you have to kill like 5 probes to equalize.

12 gate defends this fine. as gmerc said gate into cyber, no zeal, you might have to dance with your probes a bit but once the stalker comes out you will be ahead.


read the fucking thread you moron
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
RoboFerret
Profile Joined March 2010
United States70 Posts
April 28 2010 13:40 GMT
#410
Lately all I've been doing against Terran is going 10 pylon 10 gate, and I can honestly say I haven't lost to a reaper rush in... well I can't even remember the last time I lost to a reaper rush. With just a little bit of probe micro and maybe a zealot it's very easy to hold off the first reaper until your stalker comes out, if your micro is very good you should lose no probes, or maybe just 1. Even with decent micro you should only lose 2 or 3. Once you fight it off you should be at an advantage over the terran.

And I don't believe 10 gate 10 pylon puts you behind very much or anything, as even if I find they're not going reaper I still go to fast stalker to do harassment.

However, to people who said 12 gate, you have never been reaper proxied properly. 12 gate means there will be a point when 2 reapers will be in your base killing things for a while before the stalker comes out. If you have 2 reapers in your and no stalkers you're in for a world of hurt.
Ritz
Profile Joined April 2010
Netherlands66 Posts
Last Edited: 2010-04-28 13:49:03
April 28 2010 13:48 GMT
#411
Isn't it the whole idea if that both P and T play perfectly, the reaper should even the economy. And therefore the stalker is a little later than the reaper entering the base.

N.B. I've never played SC2 or SCBW, just watched it a lot.
STS17
Profile Joined April 2010
United States1817 Posts
April 28 2010 13:49 GMT
#412
So, -orb-, oh almighty one, if the fast stalker doesn't stop it then what does? You seem to have so much greater of a knowledge base and skill for SC2 then anyone else here that your opinion must be the absolute truth.

I don't see how you can say something doesn't stop something when players are posting that that is the strategy they use to counter it on a regular basis

Please let me take the time to tell you that I have read every single post in this thread (and that includes the OP) so I suppose that excludes this thread from your criteria of flaming.

However, I am really curious what your suggestion is (as I have not seen a single constructive thing out of you for several pages of posts - while you demand it of everyone else) for a protoss player to stop/counter/minimize losses when facing this strategy.
Platinum Level Terran - Take my advice from that perspective
Rawn
Profile Joined April 2010
Australia16 Posts
April 28 2010 13:55 GMT
#413
On April 28 2010 22:49 STS17 wrote:
So, -orb-, oh almighty one, if the fast stalker doesn't stop it then what does? You seem to have so much greater of a knowledge base and skill for SC2 then anyone else here that your opinion must be the absolute truth.

I don't see how you can say something doesn't stop something when players are posting that that is the strategy they use to counter it on a regular basis

Please let me take the time to tell you that I have read every single post in this thread (and that includes the OP) so I suppose that excludes this thread from your criteria of flaming.

However, I am really curious what your suggestion is (as I have not seen a single constructive thing out of you for several pages of posts - while you demand it of everyone else) for a protoss player to stop/counter/minimize losses when facing this strategy.


He's asking for advice/suggestions on it because I don't think he knows how. Are you sure you read the OP? :\
Infiltrator
Profile Joined February 2010
Montenegro80 Posts
April 28 2010 13:55 GMT
#414
I think the main issue here is that people THINK they are being reaper rushed, but it is executed badly by the Ts part, fails in some way and somehow it's automatically assumed the rush is easily countered.

It's not and I can't fathom why Blizz hasn't fixed it yet. A good reaper harass will always come on top of you and put you under submission from the get go, even if you go 10 gate 10 pylon (which is already a huge eco hit).

The way I do it is send 5 probes on the reaper, then retreat the ones he starts picking off while running away. This doesn't work if he's half decent at microing the reaper. And the fact that you went 10 gate + pulled probes that early is bullshit even if you theoretically don't lose a single probe to the reaper.
Infiltrator out.
ZZangDreamjOy
Profile Blog Joined June 2006
Canada959 Posts
April 28 2010 14:00 GMT
#415
On April 28 2010 22:27 -orb- wrote:
Show nested quote +
On April 28 2010 17:34 gmerc wrote:
SOLUTION

12 GATE to CYBER to CHRONO STALKER.

Scout with the 12th or 15th probe.

If he gets cute with bunkers, try to consider where the bunker is, what its shooting, and make smart choices... by the time your second gate unit comes out (not a sentry) you should be fine to just kill off his bunker.

stalkers demolish reapers and outrange them while they are in bunkers.

your economy will be miles ahead unless you are terrible at micro.

Please let this die guys...




Solution: Read the fucking thread you dumb fucking asshole


Your just a raging idiot. Fast stalker does stop it, you might lose a probe or two if your a fucking idiot, but it DOES counter fast reaper.
HitEmUp
On_Slaught
Profile Joined August 2008
United States12190 Posts
Last Edited: 2010-04-28 14:08:25
April 28 2010 14:06 GMT
#416
It's easy to forget that just because Orb has a stream makes doesn't make him good. A nice bit of micro can solve most situations. Ofc he is pissed that if a terran cuts his econ by a massive amount he can have a reaper iin the protoss base before any ranged unit is up. Then the terran either has to do massive dmg or win the game (depending on the rush). Apparently this is vastly unfair and having to micro some zealots/probes while you wait for a stalker is completely unreasonable.

It's like Orb is one of a few protoss in the world that actually bitch about this. The higher the lvl of play the harder it gets to pull off a reaper rush.

HOWEVER I fully expect changes to the reaper so that the Protoss isn't forced into specific builds just to survive the first 5min.

SkullOne
Profile Joined April 2010
United States52 Posts
April 28 2010 14:19 GMT
#417
I'm very new to SC2 so please excuse my ignorance. This morning before leaving for work I played a game where the guy did a fast reaper build.

6 rax
6 gas
6 scv -> pulled two scv off minerals and stuck them on the newly completed gas
7 tech
8 reap
9 reap

First reaper is out even before an 8 rax fast reap build.

How would you combat that? I assume in TvT you have to make sure you're not doing your own fast reaper build and get a marine or two out quickly. But in orb's case and TvP wouldn't that basically destroy every probe Protoss have? And Zerg would be just about the same I would think.
I dont need no stinking quote
NightOne
Profile Joined March 2010
Canada215 Posts
April 28 2010 14:27 GMT
#418
who fucking cares about fast reaper when they have fast rauder now...
Daxten
Profile Joined October 2009
Germany127 Posts
April 28 2010 15:13 GMT
#419
imo best way is to build with your first gateway 2 zealots while teching to stalker..
the timing is nearly perfect, first zealot will die to first / second reaper and while the second zealot is chasing the reapers the stalker will pop out
Alsn
Profile Joined February 2008
Sweden995 Posts
Last Edited: 2010-04-28 15:17:19
April 28 2010 15:15 GMT
#420
On April 28 2010 23:19 SkullOne wrote:How would you combat that? I assume in TvT you have to make sure you're not doing your own fast reaper build and get a marine or two out quickly. But in orb's case and TvP wouldn't that basically destroy every probe Protoss have? And Zerg would be just about the same I would think.
6rax reaper is no problem for zerg since the only thing it really counters is if you try and do some cute fast hatch build and get reaper bunkered. Assuming normal(13-15) pool timings a queen and lings will be out fast enough to easily protect enough drones to be way ahead of the terran.

The fast reaper builds are a problem for toss in particular because their only counter(stalker) comes out way too late even if you take a risk(if they don't do fast reaper, you are behind) and try to get them super early.
Machina improba! Vel mihi ede potum vel mihi redde nummos meos!
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 28 2010 15:17 GMT
#421
On April 28 2010 22:49 STS17 wrote:
So, -orb-, oh almighty one, if the fast stalker doesn't stop it then what does? You seem to have so much greater of a knowledge base and skill for SC2 then anyone else here that your opinion must be the absolute truth.

I don't see how you can say something doesn't stop something when players are posting that that is the strategy they use to counter it on a regular basis

Please let me take the time to tell you that I have read every single post in this thread (and that includes the OP) so I suppose that excludes this thread from your criteria of flaming.

However, I am really curious what your suggestion is (as I have not seen a single constructive thing out of you for several pages of posts - while you demand it of everyone else) for a protoss player to stop/counter/minimize losses when facing this strategy.


Because while all these retards keep posting things like "fast stalker beats it," I have posted a replay that shows that it DOESN'T, while they haven't posted a single replay showing fast stalker beating it other than the occasional one where the terran executes it incorrectly (like the one a little while back where the reaper attacks for cyber core for 30 seconds instead of probes)
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Lythis
Profile Joined January 2010
Germany87 Posts
April 28 2010 15:24 GMT
#422
How come -orb- isn't banned yet? His insults are not constructive AND not funny at all....
RoboFerret
Profile Joined March 2010
United States70 Posts
April 28 2010 15:27 GMT
#423
On April 28 2010 22:55 Infiltrator wrote:
I think the main issue here is that people THINK they are being reaper rushed, but it is executed badly by the Ts part, fails in some way and somehow it's automatically assumed the rush is easily countered.

It's not and I can't fathom why Blizz hasn't fixed it yet. A good reaper harass will always come on top of you and put you under submission from the get go, even if you go 10 gate 10 pylon (which is already a huge eco hit).

The way I do it is send 5 probes on the reaper, then retreat the ones he starts picking off while running away. This doesn't work if he's half decent at microing the reaper. And the fact that you went 10 gate + pulled probes that early is bullshit even if you theoretically don't lose a single probe to the reaper.


I've personally yet to meet anyone who can micro a reaper to fight proper probe/zealot micro effectively. (By that I mean, killing several probes while running around, despite the protoss pulling probes back)

As said before, in the past several weeks I literally can not remember a time that 10 pylon 10 gate has had me lose to a reaper rush, and I've been playing terrans ranging from top players to mid plat players.

10 pylon 10 gate really isn't that huge of a hit to your economy, and allows you to to do stalker harassment earlier too.

I still believe there could be a nerf on the tech building to get reapers/marauders, but this build is nowhere near as hard to deal with as people believe, and once you deal with it you're extremely far ahead economy wise.
EmeraldSparks
Profile Blog Joined January 2008
United States1451 Posts
April 28 2010 15:30 GMT
#424
On April 29 2010 00:24 Lythis wrote:
How come -orb- isn't banned yet? His insults are not constructive AND not funny at all....

because some people need to be told that they're retarded

half the people are like "lol if you're retarded you'll only lose one probe"

or "lol get a stalker and you won't lose any probes"

meanwhile people are saying "look at nazgul's sick defense; he only lost four probes"
But why?
NightOne
Profile Joined March 2010
Canada215 Posts
Last Edited: 2010-04-28 15:34:15
April 28 2010 15:33 GMT
#425
I don't think people understand that losing probes to a 6-rax reaper rush is expected and is fair (you have like 14-16 to his 8 by the time his reaper gets there?) It evens out because by the time you get your stalker out you have equivelant economy and forces to deal with each other. Its the equivelant to a 6-ling rush. No-econ. If you don't run your probes away or micro them properly you will LOSE. Zealot to stall is not that far-out depending on the situation. Stalker will come out before reaper reaches your base if he goes 10-rax. The only difference is Terran and Zerg is Terran can recover faster with MULES. So while -orb- complains that he keeps getting replays of this reaper rush failing because the reaper-user was a complete noob, he fails to realize that 90% of the people on battle.net can't execute a perfect reaper rush while a small % of protoss players can't execute a perfect anti-reaper build. Orb falls within this small %age. Whether you want to use this meta-game vs him in a tournament is up to you .

I anticipate lots of nerd rage from orb's PVT incoming due to the recent new strategy of fast-rauder bunker push.

btw...

On April 03 2010 02:40 -orb- wrote:

Thanks for advice and suggestions.


yeah... you are so thankful...

definition of a suggestion: an attempted solution to YOUR problem. at least people try to help you. all you do is talk mad-shit when they don't tell you what you want to hear.
Infiltrator
Profile Joined February 2010
Montenegro80 Posts
April 28 2010 15:33 GMT
#426
RoboFerret - a good reaper player will just circlestrafe (FPS lingo, I dont know how else to put this) your probes and go after the injured ones. The pathing in this game is done in such way that if a unit cuts its (melee) attackers perpendicular trajectory, the attacker gets pushed back and the unit is able to go by him unharmed. This is further in the reaper's favor because of his increased speed.

Like I said, I think you might not be properly reaper rushed, because even with the preparation, you lose probes to good reaper control no matter how fast your stalker pops out.
Infiltrator out.
Grettin
Profile Joined April 2010
42381 Posts
Last Edited: 2010-04-28 15:39:30
April 28 2010 15:39 GMT
#427
On April 29 2010 00:24 Lythis wrote:
How come -orb- isn't banned yet? His insults are not constructive AND not funny at all....


Same with the posts that has been posted 500 times in this thread without reading the OP.




I've been having the same problems. Lower league than platinium > full of these people. There's no way you can block it with fast stalker. Atleast i haven't been able to do so.
"If I had force-fields in Brood War, I'd never lose." -Bisu
RoboFerret
Profile Joined March 2010
United States70 Posts
April 28 2010 15:42 GMT
#428
Not that I'm one to talk because I'm way too lazy to search through all my replays, but do you happen to have any replays or know of any vods of that Infiltrator? I know what you mean by circlestrafing, and the melee pathing and stuff, but I'm curious to see an example of it.
Rozkun
Profile Joined April 2010
Hong Kong41 Posts
April 28 2010 15:42 GMT
#429
On April 29 2010 00:27 RoboFerret wrote:
Show nested quote +
On April 28 2010 22:55 Infiltrator wrote:
I think the main issue here is that people THINK they are being reaper rushed, but it is executed badly by the Ts part, fails in some way and somehow it's automatically assumed the rush is easily countered.

It's not and I can't fathom why Blizz hasn't fixed it yet. A good reaper harass will always come on top of you and put you under submission from the get go, even if you go 10 gate 10 pylon (which is already a huge eco hit).

The way I do it is send 5 probes on the reaper, then retreat the ones he starts picking off while running away. This doesn't work if he's half decent at microing the reaper. And the fact that you went 10 gate + pulled probes that early is bullshit even if you theoretically don't lose a single probe to the reaper.


I've personally yet to meet anyone who can micro a reaper to fight proper probe/zealot micro effectively. (By that I mean, killing several probes while running around, despite the protoss pulling probes back)

As said before, in the past several weeks I literally can not remember a time that 10 pylon 10 gate has had me lose to a reaper rush, and I've been playing terrans ranging from top players to mid plat players.

10 pylon 10 gate really isn't that huge of a hit to your economy, and allows you to to do stalker harassment earlier too.

I still believe there could be a nerf on the tech building to get reapers/marauders, but this build is nowhere near as hard to deal with as people believe, and once you deal with it you're extremely far ahead economy wise.


I always start with a 10 pylon 10 gate as well against terran. It's really not that huge of an econ hit, especially if u see that he isn't reaper rushing with ur probe scout because you aren't in such a rush for a stalker anymore. You really only need to get a zealot out to chase him around before your stalker is out. Yes, you will lose a few probes maybe and yes your zealot might not be able to kill him but the idea is so that he isn't standing there shooting at ur probes. Your zealot is just there to buy you some time for your stalker to come out. If anything, i think an early marauder with concussive shell is more deadly than a reaper rush.
STS17
Profile Joined April 2010
United States1817 Posts
April 28 2010 15:46 GMT
#430
On April 29 2010 00:17 -orb- wrote:
Show nested quote +
On April 28 2010 22:49 STS17 wrote:
So, -orb-, oh almighty one, if the fast stalker doesn't stop it then what does? You seem to have so much greater of a knowledge base and skill for SC2 then anyone else here that your opinion must be the absolute truth.

I don't see how you can say something doesn't stop something when players are posting that that is the strategy they use to counter it on a regular basis

Please let me take the time to tell you that I have read every single post in this thread (and that includes the OP) so I suppose that excludes this thread from your criteria of flaming.

However, I am really curious what your suggestion is (as I have not seen a single constructive thing out of you for several pages of posts - while you demand it of everyone else) for a protoss player to stop/counter/minimize losses when facing this strategy.


Because while all these retards keep posting things like "fast stalker beats it," I have posted a replay that shows that it DOESN'T, while they haven't posted a single replay showing fast stalker beating it other than the occasional one where the terran executes it incorrectly (like the one a little while back where the reaper attacks for cyber core for 30 seconds instead of probes)


Yes, you have posted a few replays showing the harass properly executed - I believe the site policy is 8+ replays from platinum level players before arguing anything is imba or unfair. I recognize that the rush gets a reaper in there faster then the protoss can produce a response to it but that's the point of a rush isn't it?

And let's examine a couple other points. The Terran player is going all-in by sacrificing almost all of his economy for some extreme early aggression - why should we be so great as to assume that it can be fended off with a standard economic build? Even so, its literally impossible for you to lose the game before you can get a stalker out and once he is out the rush becomes severely hampered. At this point you are effectively "back in the game, but still on the defensive" as you can assume a marauder should be soon to follow.

Now, cool your rage, as I understand that is essentially what all these "retards" above have been saying so my question is - have you considered sending your first zealot straight into their base to kill off his SCVs? Your scout should give you enough time to send the first (chronoboosted) zealot towards them and even if you reach his base after his reaper begins harassing yours he can't possible micro his reaper and SCVs simultaneously (at least not enough to remain effective) and his lost mining time will cripple his ability to respond. If he sends his reaper into his base to defend against your zealot then you have stopped the rush as you now have ample time to react and if he keeps it in your base its business as usual defending it - except he now has no resources to back up the rush.

Again, I am not a Protoss player and I don't use this rush as Terran so I may or may not be completely off here - though it does seem to work on paper.
Platinum Level Terran - Take my advice from that perspective
On_Slaught
Profile Joined August 2008
United States12190 Posts
April 28 2010 15:50 GMT
#431
On April 29 2010 00:30 EmeraldSparks wrote:
Show nested quote +
On April 29 2010 00:24 Lythis wrote:
How come -orb- isn't banned yet? His insults are not constructive AND not funny at all....

because some people need to be told that they're retarded

half the people are like "lol if you're retarded you'll only lose one probe"

or "lol get a stalker and you won't lose any probes"

meanwhile people are saying "look at nazgul's sick defense; he only lost four probes"


It seems obvious that you aren't comming away from this rush without losing some probes. I don't think anyone has denied that but it seems that Orb is intent on finding a build that absolutely avoids all loss which simply isn't possibile.

Hence people say things like "micro a little to minimize loss while you wait for stalker." Keep in mind that the terran isn't exactly flowing in cash if he devoted to a rush. If its a 6rax it's pretty much all in and if it's a 8 or 10rax even if you lose 5 probes you can easily CB back those numbers while remaining pretty even economically.

Fluxx
Profile Joined July 2008
Netherlands58 Posts
Last Edited: 2010-04-28 16:15:09
April 28 2010 16:09 GMT
#432
Though I play terran myself I must say a 6 rax proxy reaper rush is very strong on certain maps.

Though it can certainly be countered by all races it more or less forces people to scout very early, or go certain BO to make sure they dont face it, which in return puts the opponent on a disadvantage if the Terran opts for something different.

For zerg anything higher then a 10 pool will instaloose, same goes for a toss who doesnt earlygate + core, and same goes for a terran who opts for a normal 10 supply 12 rax build.

Also even while a 9 rax reaper feels all in, it is a strat that can easily get an economic advantage over your opponents.
Xevian
Profile Joined March 2010
United States15 Posts
April 28 2010 16:18 GMT
#433
On April 29 2010 00:46 STS17 wrote:
have you considered sending your first zealot straight into their base to kill off his SCVs? Your scout should give you enough time to send the first (chronoboosted) zealot towards them and even if you reach his base after his reaper begins harassing yours he can't possible micro his reaper and SCVs simultaneously (at least not enough to remain effective) and his lost mining time will cripple his ability to respond.


THIS is a decent suggestion... and as far as I can tell, the first decent suggestion. This should work if he proxy-raxed, and if he didn't you should have time to get a stalker.

Although this has the potential to counter proxy-reaper, this still doesn't solve the problem of the protoss being forced to go fast stalker because you don't have time to scout it out.
gmerc
Profile Joined August 2009
Canada45 Posts
Last Edited: 2010-04-28 16:42:34
April 28 2010 16:34 GMT
#434
Lol.. hey who am i..

HAI GAIZ HEREZ MATH

Spawning pewl 80 sekunds
zurglung 28 sekunds

THATS 145 SECONDS BEFORE THEY GET IN UR BASE

ITS UNDEFENDATLBE

QED.


seriously though. the solution is there.. it works..
the amount that is invested is pretty severe. especially if a bunker gets involved. and if you micro probes properly (they are faster and take 3 shots to die), you should be miles ahead...
this thread is starting to take up valuable first page space..

Nokeboy
Profile Joined December 2008
United States1009 Posts
April 28 2010 17:06 GMT
#435
I've gotten banned for saying Flash on HBR is imba, and this guy is still around cursing people out!
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-04-28 17:16:57
April 28 2010 17:16 GMT
#436
You don't have to get the Stalker out before the Reaper. Just be well on your way to getting one by the time it arrives. You'll take Probe casualties, sure. Even more if they try to make a bunker on top of it. But, considering the Terran's build order of having two SCVs making buildings incredibly quickly, and collecting gas, his economy is going to be hurt, big-time.

If they do a more eco-friendly Reaper-rush build, the 10Gate-14Core build stomps it utterly. Just make sure to make 2 Stalkers in case they try luring one away and sending another in the other side. I like to do that and make them think I'm being lured away, then his second Reaper runs head-first into a different Stalker.
NightOne
Profile Joined March 2010
Canada215 Posts
April 28 2010 17:25 GMT
#437
. Total Time Elapsed
Economic fast stalker (not fastest stalker) fastest stalker would result in disadvantage if terran were to use any other strategy

Probe (17) 9 food pylon Current Game Time34 seconds)
Pylon(25) (59 seconds)
11 food Gate(65) (small break) (124 seconds)
Cyber(50) + zealot (33) (157 seconds)
Stalker(42) (chrono 50%) (28) (185 seconds)
Note: at this time you have ~16 probes
Proxy Barracks Reaper


Allow conservative 17 seconds to travel to proxy location (17 seconds)
Barracks (60)(assuming enough minerals by now) (77 seconds)
Tech Lab (25) (102 seconds)
Reaper (40) (scv now in your base) (140 seconds)
Reaper travel (8) (conservative half a probe time) (148 seconds)
Bunker (30)

STOP

If you can hold off the reaper for 40 game seconds on speed "Fast" you win. This is approximately 30 seconds in real life.

40 seconds to kill your zealot and 7 probes to be even to terran 8 scv...

Do you really think you can lose 7 probes and a zealot within half a minute? (Well, maybe you would Orb...) The only time this would ever happen is if the zealot went straight at the reaper and didn't micro and didn't move away his probes and played horrible. But no, since you assume the reaper-rusher is perfect, it is okay to assume that the Protoss player is perfect too. So-to-speak a perfect protoss player would never lose to a perfect terran reaper-rusher.

Also.. at the end of 40 game seconds, the second reaper is only finished out of his barracks and on his way, not in your base. Ample time to chase down the first one and kill it or chase it out of range of your mineral line so you don't get flanked by the 2nd reaper.

I did the same math you did and came out with the same conclusion. 30 seconds. Yet somehow I'm able to consistently beat this strategy and you aren't. Maybe you are doing something wrong or can't micro. Who knows? (Cares)

QED.
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
April 28 2010 17:34 GMT
#438
The terran will have 10 scvs when the reaper comes out btw, but your point is still valid.

If you chase the reaper with a zealot AND a few probes, it will have a hard time actually dealing any damage, because you can't kite and shoot perfectly (in other words you either have to run for longer than the firing delay or you have to take some damage, because probes and zealot will catch up with you).

This rush isn't any more OP than the 2 gate proxy in BW (with gay wall blocking and shield battery).
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 17:40 GMT
#439
A chronod stalker takes 32 seconds.

20 boosted takes away 30 units of time.
12 remaining units of time.
Infiltrator
Profile Joined February 2010
Montenegro80 Posts
April 28 2010 17:43 GMT
#440
On April 29 2010 00:42 RoboFerret wrote:
Not that I'm one to talk because I'm way too lazy to search through all my replays, but do you happen to have any replays or know of any vods of that Infiltrator? I know what you mean by circlestrafing, and the melee pathing and stuff, but I'm curious to see an example of it.


You can see it almost any game when a peon tries to deny the other peon to build something. Basically the enemy sets his peon to attack you, and you just circle strafe your own one. Both workers are very close, but the one doing the deny is actually circling around him in melee range a lot and just keeps bumping the one who is trying to attack him.
Infiltrator out.
NightOne
Profile Joined March 2010
Canada215 Posts
April 28 2010 17:45 GMT
#441
chrono boost is 150% build efficiency.. as orb stated in OP, he uses 2 chronos for it... therefore 42 divided by 1.5 is 28...
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 17:50 GMT
#442
Wow... sounds like hes harassing himself by over reacting...
NightOne
Profile Joined March 2010
Canada215 Posts
April 28 2010 17:56 GMT
#443
gmerc did u play cc3? your name sounds familiar... pretty sure you were nod...
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 18:00 GMT
#444
The very same.
NightOne
Profile Joined March 2010
Canada215 Posts
April 28 2010 18:01 GMT
#445
^.^ we use to custom game all the time, i dont even remember my username but i playde with d.apollo all the time..
Saturn
Profile Joined April 2010
United States17 Posts
April 28 2010 18:41 GMT
#446
your build placement shuold keep your gateway near your nexus, and worst case scenario you lose 2 maybe 3 probes (you are not behind). just keep your stalkers in the mineral line until you get enough to patrol the edges where reapers can climb up
Lieutenant Dan, ice creaaaam.
Fangzhou
Profile Joined April 2010
United States199 Posts
April 28 2010 19:07 GMT
#447
First of all I just want to make it clear that I have read your entire OP fully and watched all 3 replays. (I only read about 5-6 pages of this thread though didn't have time go through 22 pages, so if what I am saying now has already been said or answer, I apologize)

I am going to go pretty in-depth about this analysis so forgive me for a wall of text.

Let me first state some simple facts:
- Roughly 1.4 seconds in replay speed is equivalent to 1 second in faster speed (in game speed)
- The average time a 10 rax reaper gets out is at 3:19, with 9 rax being about 3:15 and 8 rax at 3:07.
- The shortest travel distance out of the current map pool is 12-3, 6-9 position on Lost Temple, it takes roughly 17 seconds replay time to reach attacking range of your mineral line (19 seconds on Metropolis).
- With an 8 rax reaper rush, he has 10 scvs by the time he gets to your base. With 9 rax he will have 13 scvs and lastly with 10 rax he will have 15 scvs. If he opts for an early orbital command instead of scv production then you can take off around 2-3 scvs from his scv count.

This means
8 Rax - to your probe at 3:24 with 10 scvs
9 Rax - to your probe at 3:32 with 13 scvs
10 Rax - to your probe at 3:36 with 15 scvs

Here's my build that counters it and does not put me behind economically even if he doesn't reaper rush.

8 Pylon (Chrono boost the first probe right after) and Scout with Probe
12 Gate (Chrono boost the first probe right after)
14 Assimilator
15 Pylon blocking off the back of mineral line (You should have this 100 mineral right before the 15th probe finishes)
16 Cyber (You should have this 150 mineral right when the 16th probe finishes)
Keep making probes
17 Zealot (With first 100 mineral, Chrono Boosted)
20 Stalker (Chrono Boosted)
22 Assimilator
Transition to whatever normal build you want to.

With this build, the first zealot gets out at 3:27, first stalker will be out by 4:07 roughly. This means I have roughly 43-31 seconds (depending on which build he goes) before my first stalker gets out. It should be realized that this 43-31 replay seconds only converts to 30-22 seconds of actual gameplay time.

By the time he reachs your base, you will have 17 probes. He needs to kill 7/4/2 to break even.
The reaper's attack speed has a 1.1 second cooldown (the cooldown is in replay time) so if left untouched he will get off about 39-28 attacks off on you. This will kill you right there and that's why you need to be pulling 4 probes and your zealot on the reaper to attack. Your zealot does 16 damage per hit and probes does 5 each. So essentially your zealot 3 shots reapers and reapers will 2 shot any probe and 9 shot a zealot.

He will most likely be focusing on your probes chasing him (if he doesn't gg he just did a completely useless reaper harras). The probes move as essentially the same speed as the reaper, so he cannot take many hits at a probe without kiting a long distance after to avoid getting hit. just pull back every one that has been hit, if he chases to kill that probe, he will be running towards your probes and zealots and you will do 5 * 3 + 16 = 31 damage to him. 2 of those hits and the reaper is dead (even after you pull one you will do 26 damage so still enough for 2 hitting), so he can't really afford to be chasing to kill the probe. Each time you pull a probe, add another one on him if he is relatively close to your mineral line. If you chased him all the way to the edge of the base already then just pull back all probes and keep your zealot on him, you already wasted enough of his time to get your stalker out before he can do any serious damage.

By doing this strategy, you will have effectively reduced the number of attacks he would be doing by a signiciant amount. Yes, he will still kill about 2-3 maybe even 4 probes before your stalker is out since he has ranged attack but you will have an advantage against 8 rax (if he managed to kill more than 6 then you just have really bad micro with this strat and needs to practice more), and have a very small advantage/disadvantage compared to him with 9 or 10 rax. It is definitely not gamebreaking.

In addition, 1 very useful tactic I have been using lately against terran is to delay the tech lab for as long as I can with the scouting probe at 8. With this early probe you need to be checking for common proxy spots (the one in your replay on Desert Oasis is like the most common spot for terran, I ALWAYS check it first since I been beat by it a lot before). If you scouted his proxy just attack the scv and enjoy the free win if you kill it or gets it to stop building. If you arrived too late to stop the barrack from finishing then, what I do is hang around where the tech lab would come out for as long as I can. The proxy scv cannot do anything to me since I will have more hp than it from eariler attacks. He would have to lift up barracks to reposition, at this time just move under the barracks and try to keep him from landing for as long as u can.

If you do not scout a proxy barrack, then proceed to his base, you will still get to his base before his barrack finishes (if on LT or Metropolis check the 12-3, 6-9 spawn first since that's the only spots where reaper rush is extremely dangerous, every other map is either 1v1 or big enough for it to not be that effective). At his base you will do the same thing with the tech lab delay, but this time he will most likely pull a scv or 2 to try to attack you, I just simply build a pylon where his tech lab would be and force him to lift his barracks, and cancel my pylon after he lifts off. This usually delays him for a good bit and makes his reaper rush a lot less effective.

If you ever see a terran trying to bunker in your base, IMMEDIATELY pull probes to kill the scv or use your zealot, if you do this, it will never get up. If he starts the bunker after his reaper gets there, you need to pull additional probes that wasn't already targeting the reaper to do this so he can't just kill the probes that are attacking the scv.

I also want to just state this is all in a hypothetical perfect scenario, chances are you won't micro your probes that perfectly but then again he probably won't micro his reaper perfectly either. But now at least we know at the highest level of play, this strategy is not overpowered.

To Orb: A couple of things I have noticed about your play in your replays.

Your fastest gateway strategies cut way too many probes in the beginning and therefore does give you room for letting probes die to the harras. Your stalker will never get out before his reaper does so the safest way is just to make so many more probes than him so even after he kills a couple, you still have about the same as him.

You are very slow about pulling probes to kill the scv and that resulted in the bunkers going up a lot of the time, if you haven't let that happen, the reaper rush will be tremedously easier to defend against.

Lastly (this is minor but still), you almost always go 9 pylon with a chrono boost on 10. I think that's a very bad idea, if you go 9 pylon you need to be chrono'ing on 11, or 8 pylon chrono on 9. By going 9 pylon and chronoing the probe right after, you waste 5 seconds of the 20 second chrono boost while waiting for the pylon to finish and a full 10 seconds if you decide to go gate and not make a probe immediately after. You are not taking full advantage of your chrono boost when you do this, but perhaps you know something about this that I do not and in that case, I hope you would enlighten me.

Finally I just want to once again apologize for this enormous wall of text, I don't know how to get my point across otherwise. I also want to say to Orb that I know you are a lot better player than me (in fact, you are in my division =D). However I think your frustration against the reaper rush is not letting you see the bigger picture clearly =/.

This is just my 2 cents. If I made any error in my analysis please let me know!
DamageInq
Profile Joined April 2010
United States283 Posts
Last Edited: 2010-04-28 20:11:40
April 28 2010 20:11 GMT
#448
I've noticed the chronoboost on the 10 probe. I'm not in a spot to call you out on it, but it always seemed better to chronoboost the next 11+12 probes rather than the 10 and half of the 11th.

I just figured there was an alternate reasoning behind it.
"Scissors are OP. Rock is fine." -Paper
RonNation
Profile Blog Joined April 2010
United States385 Posts
April 28 2010 20:17 GMT
#449
great post fangzhou

i usually 10 gate 10 core to get out a quick stalker
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 20:21 GMT
#450
Alternatively; if u pylon on 8 you can chrono 9+10...
Does anyone know definitively what build is superior?
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-28 20:27:43
April 28 2010 20:21 GMT
#451
@ Fangzhou:

where is the calculation for 6/11 proxy rax ?
add the scv bunker harass and the maurauder to counter the 1st stalker and its gg.

the reaper can get out at 2:54 almost directly in the toss base.


Dont look at the toss play it isnt the point, just look at the terran...
http://www.youtube.com/watch?v=rmmRwF_ZhO4

oh and let me add that this terran player got over 90% win as terran in platinum league. (last time starcraftrankings.com was updated)
someone_elses_lies@live.fr
Bibdy
Profile Joined March 2010
United States3481 Posts
April 28 2010 20:22 GMT
#452
On April 29 2010 05:17 RonNation wrote:
great post fangzhou

i usually 10 gate 10 core to get out a quick stalker


I hope that second number is a typo. You can't build a Core before the Gateway is finished. You can get 4 more Probes and an Assimilator going in that time.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 28 2010 20:28 GMT
#453
I can't believe people are still discussing this. Go 10 pylon 11 gate 13 gate 16 core 17 pylon 18 stalker as a standard opening. If he's going some sort of ridiculously fast reaper or a proxy (if it's 8 rax or earlier he'll probably proxy anyways) chrono a zealot asap and cut some probes to do that. You'll still have the same time on the stalker, you'll have a zealot to get in the way of his reaper, and you'll be economically ahead even with probe cut.
Half man, half bear, half pig.
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 20:28 GMT
#454

Dont look at the toss play it isnt the point, just look at the terran...


no, it is exactly the point.

the protoss did a terrible job, and the bunker placement doesnt even stop mining...
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-28 20:34:47
April 28 2010 20:30 GMT
#455
On April 29 2010 05:28 gmerc wrote:
Show nested quote +

Dont look at the toss play it isnt the point, just look at the terran...


no, it is exactly the point.

the protoss did a terrible job, and the bunker placement doesnt even stop mining...



dude its because everyone is talking about weak proxy reaper attack, this is the strongest proxy possible.

who care about 7/11 or 8/11 when u can make a 6/11 and get the reaper faster....

i held off a lot of fast reaper but this one is different.

edit: and the bunker placement is to protect the reaper, because its in the way of the probe.
someone_elses_lies@live.fr
gmerc
Profile Joined August 2009
Canada45 Posts
Last Edited: 2010-04-28 20:35:41
April 28 2010 20:34 GMT
#456
No, its not, its exactly the same.

This guy does a terrible job of probe micro, hes like forcing a fight before his stalker comes out.. wtf? well no shit 2 reapers + 1 scv can kill 8 probes.. the point is to delay for a stalker, not fend off...

micro

better.

did you see the income the terran had? it was hilariously low.

edit: and he built a zelot first... lol...
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-28 20:38:54
April 28 2010 20:36 GMT
#457
I DONT CARE about the how the guy defend, my point is that we shouldnt do the calculation for 7/11 or 8/11.

the fastest build is the 6/11. (if i base myself on Fangzhou calculation its 24second faster than every build he calculated...)

7/11 or 8/11 are so LAST MONTH.
someone_elses_lies@live.fr
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 20:37 GMT
#458
why do any calculations if you cant micro probes properly...
j4vz
Profile Joined March 2010
Canada976 Posts
April 28 2010 20:39 GMT
#459
On April 29 2010 05:37 gmerc wrote:
why do any calculations if you cant micro probes properly...


BECAUSE THIS BUILD get the reaper in the toss base 24sec faster than any other build calculated by Fangzhou.


and this is a HUGE DIFFERENCE.

people think they can defend against reaper because they faced weak variant... but the 6/11 IS really OP
someone_elses_lies@live.fr
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 20:44 GMT
#460
then the terran is even MORE BEHIND...

sweet. i can dance 4 probes for that extra 15 seconds irl and still make more than income than the terran, after the 3rd gateway unit comes out, (stalker zel stalker) the terran has no chance of winning.
j4vz
Profile Joined March 2010
Canada976 Posts
April 28 2010 20:47 GMT
#461
On April 29 2010 05:44 gmerc wrote:
then the terran is even MORE BEHIND...

sweet. i can dance 4 probes for that extra 15 seconds irl and still make more than income than the terran, after the 3rd gateway unit comes out, (stalker zel stalker) the terran has no chance of winning.


more behind if you can stop it.
someone_elses_lies@live.fr
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 20:49 GMT
#462
thats why i said.. "why do calculations if u cant probe micro?"

if you cant stop it, its because u cant micro probes.

Fangzhou
Profile Joined April 2010
United States199 Posts
Last Edited: 2010-04-28 20:58:25
April 28 2010 20:54 GMT
#463
On April 29 2010 05:21 j4vz wrote:
@ Fangzhou:

where is the calculation for 6/11 proxy rax ?
add the scv bunker harass and the maurauder to counter the 1st stalker and its gg.

the reaper can get out at 2:54 almost directly in the toss base.


Dont look at the toss play it isnt the point, just look at the terran...
http://www.youtube.com/watch?v=rmmRwF_ZhO4

oh and let me add that this terran player got over 90% win as terran in platinum league. (last time starcraftrankings.com was updated)


I addressed this briefly in my post with regard to proxy rush.

That's the reason why I make an 8 pylon and scout with probe instead of the faster stalker 10/11. My probe will have covered almost all proxy spots before the 6 proxy gateway would have gone up. I just did a test and my scouting probe covered all the areas near the edge of my cliff on blistering sand at around the 1:20 mark. His barracks finished building around 1:45, this gives me 25 more seconds to search for proxy barracks around if he tries a weird spot. If I have found his proxy barrack early on, he would not even be able to get it finished and if I find it relatively late, I will simply use the delay tech lab tactic above to almost infinitely delay his tech lab while bringing another 2 probes from base to help. You can afford this since if you stop his tech lab from building you won the game already, 6 rax proxy is as all in as you can get. The key here is to look for proxies early, if you don't find any then go to his base to scout, you will still get there in time for most standard 8-10 rax reaper rushes before his barrack is complete. Once you scout it, infinitely delay the tech lab or at least for as long as you can since if you look at the video, the terran only has 10/11 population, that's only 8 scvs. He would have to kill more than 7 of your 15 or so scvs by that time in order to at least break even. If you did the scouting properly you should be able to hold him off long enough to get your stalker out.

As to the maradur transition after, I immediately tech to a robotics facility with my first 100 gas after warp gate research and the stalker. Then build zealots until I have 100 gas again and get a chrono boosted sentry ASAP to block off ramps. Then I build a chrono boosted immortal with my robotics facility first and observer second. This immortal + zealots + sentries should be enough to hold off any maradur rush early without ghosts. Usually if they attack me before the sentry gets out, they don't have nearly enough to kill my stalker + zealot and pulled 3 probes army. If they don't attack until the sentry gets out (which gets out pretty early) then I forcefield the ramp when they do and by then I will have held on long enough for my immortal to almost be out or even out already. I have not done extensive testing on this matter yet but from all the games I played so far, I have not faced a terran who could break me with a maradur push without ghost unless they were hugely successful with their initial reaper rush.

In addition, in the video, instead of putting 4-5 probes on the reaper and 3 or so on the scv building the bunker, he only attacked the scv with almost all his probes early on. This lets the reaper get free hits off without fear of being attacked, if he had split his probes the bunker would not go up and he would not lose as many scvs as he did early.

Edited:
Yes, it would be really hard to hold against that rush if you never found his proxy barracks but if he's clever enough to be able to hide his proxy for 60 seconds (my pylon is built around 0:45 and probes scouts immediately after and his barracks is up at 1:45), then by all means he deserves the win lol.
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 20:57 GMT
#464
Don't scout with your 8 probe.

You cannot get to the terrans base fast enough to 10 gate or anything and you lose a ton of minerals... just casually gate on 12 and cyber immidiately.

it seems alot of people problems are like self-harassment,
double chrono stalker?
scout on 8?
10 gate?

get more probes, micro those probes. crush terrans who have been cheesing the bad protoss in plat.
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-28 20:59:21
April 28 2010 20:58 GMT
#465
On April 29 2010 05:49 gmerc wrote:
thats why i said.. "why do calculations if u cant probe micro?"
if you cant stop it, its because u cant micro probes.


good micro with reaper around the building and you can kite the probe.
90,75% win as terran...

206win
21loss

maybe he didnt do that build everytime (1-2% of times)
maybe his net crashed. (1%)
maybe he failed to micro reaper properly (3-4%)
oh and he played against zerg/terran/toss since its ladder stats.

i bet he never lost to a toss a player.
so who can micro ?

http://starcraftrankings.com/
search for "clani".
someone_elses_lies@live.fr
NightOne
Profile Joined March 2010
Canada215 Posts
April 28 2010 20:58 GMT
#466
On April 29 2010 05:39 j4vz wrote:
Show nested quote +
On April 29 2010 05:37 gmerc wrote:
why do any calculations if you cant micro probes properly...


BECAUSE THIS BUILD get the reaper in the toss base 24sec faster than any other build calculated by Fangzhou.


and this is a HUGE DIFFERENCE.

people think they can defend against reaper because they faced weak variant... but the 6/11 IS really OP


FOR HOW TO STOP 6/RAX REAPER RUSH, PLEASE MY POST ON PAGE 22

fangzhou came up with the rest of the calculation for slower reaper builds, however, since you acn stop 6/rax reaper you can stop anything later... orb is right in the sense that this discussion just keeps looping over and over again. i cant believe this thread is still here 24 pages after people have found solutions to it... seriously... the answer is already provided in the fucking 24 pages of this tissue issue... just because orb says something is overpowered and imba doesnt mean it is.. for fuck sakes, he rages every single game that he loses that something wasn't balanced or that his opponent somehow lucked out.. if orb had his way, terran wouldn't even have mauraders or reapers.. they'd just have a barracks with marines and zero-tech options...

6rax reaper opening is not OP, are you the best player in the world or something and can't stop it? obviously not if 90% of the average platinum players can... obviously its not OP because if it was OP it would be mainstream by now.
gmerc
Profile Joined August 2009
Canada45 Posts
Last Edited: 2010-04-28 21:03:14
April 28 2010 21:00 GMT
#467
Seriously.. stop looking at numbers and go play a game.
Micro is the key. GLhf.


edit:

micro around a building? so what. its not like reapers turn corners faster or anything.. its still a chase path. oh no.. now my probes coming around the other side get to get two hits off..

wow 10 seconds gone already? good thing he 6 raxed instead of 10.. hes wasting a ton of time...
NightOne
Profile Joined March 2010
Canada215 Posts
April 28 2010 21:01 GMT
#468
On April 29 2010 05:58 j4vz wrote:
Show nested quote +
On April 29 2010 05:49 gmerc wrote:
thats why i said.. "why do calculations if u cant probe micro?"
if you cant stop it, its because u cant micro probes.


good micro with reaper around the building and you can kite the probe.
90,75% win as terran...

206win
21loss

maybe he didnt do that build everytime (1-2% of times)
maybe his net crashed. (1%)
maybe he failed to micro reaper properly (3-4%)
oh and he played against zerg/terran/toss since its ladder stats.

i bet he never lost to a toss a player.
so who can micro ?

http://starcraftrankings.com/
search for "clani".


have you ever thought about the fact that he was just a really good player and didn't open with reapers EVERY GAME? were you there to witness all 227 games that he played or something? saying something is overpowered on the basis of some guy's awesome record is completely un-academic and has no arguementitive value what so ever...

guess what, on the asian server there are 80-90% every race.. i guess every race must be OP then right?
Fangzhou
Profile Joined April 2010
United States199 Posts
April 28 2010 21:03 GMT
#469
On April 29 2010 05:57 gmerc wrote:
Don't scout with your 8 probe.

You cannot get to the terrans base fast enough to 10 gate or anything and you lose a ton of minerals... just casually gate on 12 and cyber immidiately.

it seems alot of people problems are like self-harassment,
double chrono stalker?
scout on 8?
10 gate?

get more probes, micro those probes. crush terrans who have been cheesing the bad protoss in plat.


With the 8 scout you will be able to get to the Terran's base way before any barrack variation aside from 6 rax finishes. The timing you get to delay his tech lab is invaluable in this match up imo. Since he will be cutting scvs early to do this reaper harras. The mineral you lose from this scouting probe not mining is not that significant. In addition, with my 12 gate strategy mentioned before, the mineral count fits perfectly even with the scouting probe not mining. I do not have 1 second of gap in between buildings or units production so the difference is minerals is not realized until later on in the game. Yes, overall you will get less minerals, but not less than the terran certainly not less enough for me to offset the importance of tech lab delaying and breaking proxy raxs.
j4vz
Profile Joined March 2010
Canada976 Posts
April 28 2010 21:04 GMT
#470
youtube quote:

IsthmusVearo — 15 avril 2010 — A demonstration of the Reaper Proxy.
Clani as Blue Terran
Koko as Red Protoss

Clani is abusing this strategy to tell Blizzard to fix this rush. Here's hoping that Blizzard acts on this quickly.

someone_elses_lies@live.fr
Fangzhou
Profile Joined April 2010
United States199 Posts
April 28 2010 21:05 GMT
#471
On April 29 2010 06:04 j4vz wrote:
youtube quote:
Show nested quote +

IsthmusVearo — 15 avril 2010 — A demonstration of the Reaper Proxy.
Clani as Blue Terran
Koko as Red Protoss

Clani is abusing this strategy to tell Blizzard to fix this rush. Here's hoping that Blizzard acts on this quickly.



Did you even read my responses to you?
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 21:05 GMT
#472
So, you sacrafice a probe to see if you should chrono your stalker or just another probe?

If u invariably 12 gate whats the point?
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
Last Edited: 2010-04-28 21:08:23
April 28 2010 21:06 GMT
#473
Fangzhou - great post, could you provide a replay for those of us who are better with examples?

NVM: I was too slow..
virusak
Profile Joined December 2009
Czech Republic344 Posts
April 28 2010 21:11 GMT
#474
On April 29 2010 05:58 NightOne wrote:
Show nested quote +
On April 29 2010 05:39 j4vz wrote:
On April 29 2010 05:37 gmerc wrote:
why do any calculations if you cant micro probes properly...


BECAUSE THIS BUILD get the reaper in the toss base 24sec faster than any other build calculated by Fangzhou.


and this is a HUGE DIFFERENCE.

people think they can defend against reaper because they faced weak variant... but the 6/11 IS really OP


FOR HOW TO STOP 6/RAX REAPER RUSH, PLEASE MY POST ON PAGE 22


So if you know how to stop it, why don't you post a replay proving it?
Fangzhou
Profile Joined April 2010
United States199 Posts
Last Edited: 2010-04-28 21:13:59
April 28 2010 21:11 GMT
#475
On April 29 2010 06:05 gmerc wrote:
So, you sacrafice a probe to see if you should chrono your stalker or just another probe?

If u invariably 12 gate whats the point?


The point being I can get inside his base before his barracks finishes so when it does, I can stand the probe or build a pylon then cancel at where his tech lab would go down, he would be forced to lift up his barracks and I'll make my probe stand below his barrack landing zone for as long as I can and by then another good 6-7 seconds has gone by, and his reaper rush is A LOT less effective. It is not whether I should chrono stalker or probe since in my post I chrono boost the stalker regardless (I'm assuming you didn't read my original post since it was wall of text, understandable but don't assume you know what I was trying to say before you do).

In addition, I can stop a lot of proxy cheese strategies with this probe. It should be noted I only scout with 8 probe against Terran in maps not Kulas Ravine since the reaper rush is extremely common. Against other races, yes I keep it there for the additional minerals.

Oh and I will post a replay sometime in the near future. Going to be busy with exams until Friday so I will post a replay this weekend probably.
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 21:16 GMT
#476
sometimes you get unlucky,

if you get to his base and see him mining gas..
now what? the probe wasted his time since u are boosting ur 12 gated stalker anyway.

the point i was trying to make is that a reaper harass is really really bad against proper probe micro. to the point where you don't need to harm urself to also harm the rush. you just stall it, then crush it.

Ghostcom
Profile Joined March 2010
Denmark4782 Posts
April 28 2010 21:16 GMT
#477
Seriously, could we get a replay of a protoss fighting off a 6 rax -> marauder anytime soon? (with both players being anatomically normal and equipped with a brain)

Starcraft on paper seriously isn't the same as in-game starcraft.
MeruFM
Profile Joined February 2010
United States167 Posts
April 28 2010 21:21 GMT
#478
Orb was way ahead after the first stalker came out.

The grave mistake I think was just that he only had a single stalker to protect his base. If they got a reaper out before even your standard core comes out, I think it's safe to say their worker count is like half as much as yours. At the time the stalker popped out, Orb had almost 50% more probes. If he just built 1 or 2 more stalkers, he could have protected the front AND mineral line from reapers. Instead he just kept on chronoboosting workers.

Before the 2nd reaper attack which was really the killing blow, orb had twice as many workers. The 2nd attack which consisted of 3 reapers killed off enough probes to the point where orb has 2 less workers. I think that's what you call "The defender's game to lose". Defender definitely needs to keep their cool and control much better than the attacker. Though most cheese builds are like that.
NightOne
Profile Joined March 2010
Canada215 Posts
April 28 2010 21:22 GMT
#479
On April 29 2010 06:11 virusak wrote:
Show nested quote +
On April 29 2010 05:58 NightOne wrote:
On April 29 2010 05:39 j4vz wrote:
On April 29 2010 05:37 gmerc wrote:
why do any calculations if you cant micro probes properly...


BECAUSE THIS BUILD get the reaper in the toss base 24sec faster than any other build calculated by Fangzhou.


and this is a HUGE DIFFERENCE.

people think they can defend against reaper because they faced weak variant... but the 6/11 IS really OP


FOR HOW TO STOP 6/RAX REAPER RUSH, PLEASE MY POST ON PAGE 22


So if you know how to stop it, why don't you post a replay proving it?



coming soon to a theatre near you!
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 21:25 GMT
#480
anyone wanna reaper rush me to produce replays?
Fangzhou
Profile Joined April 2010
United States199 Posts
Last Edited: 2010-04-28 21:30:21
April 28 2010 21:28 GMT
#481
On April 29 2010 06:16 gmerc wrote:
sometimes you get unlucky,

if you get to his base and see him mining gas..
now what? the probe wasted his time since u are boosting ur 12 gated stalker anyway.

the point i was trying to make is that a reaper harass is really really bad against proper probe micro. to the point where you don't need to harm urself to also harm the rush. you just stall it, then crush it.



Unlucky as in you don't scout his proxy after 50 (you have 60 seconds before a 6 rax is up but I usually like to start heading to his base 10 seconds before in case he didn't proxy) seconds of scouting time? Because you always get inside his base before the barracks is finished regardless of what rax he is going other than 6 of course. So basically, if he 6 rax proxy you, you have very high chance of winning the game right there. If he goes 8-10 rax you delay his reaper for a considerable amount of time. All of this is done without affecting the timing of your early production and units 1 bit. Yes you will have an extra ~150 minerals (did not do calculation so just assuming) or so but it will not kick in until later since early production is not delayed. The biggest delay here would be your robotics facility might get out just a little bit later (like 10-15 seconds or so), but by then it doesn't really matter since you have will have stopped his early reaper rush very efficiently and will already be at an advantage. If he doesn't go reaper rush and goes for some other build, then I have personally not faced 1 terran player that could make use of that extra mineral lost from scouting probe to kill me early with some kind of m&m force. I just sentry away and by then the difference is not that huge anymore.

EDIT: In addition, if I go to his base and scout he's not doing early reaper harras I can choose not to make that stalker early and still get my robo and second gateway up in normal time.

Yes I understand what you are saying about the proper probe micro, personally I am confident in my probe micro and I haven't had any problems fending off reaper harrases. But for the other people whose micro aren't that great, isn't it easier to micro 1 probe against scvs to stop a proxy or tech lab than to micro all of your probes against a reaper that can 2 shot u?
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 21:35 GMT
#482
I found out that i had money to 2nd gas alot earlier when i cut scouting untill 15 or so.
You clearly have a good justification for your scout, so its just different; not better/worse.
Fangzhou
Profile Joined April 2010
United States199 Posts
April 28 2010 21:39 GMT
#483
Yes I agree, it's different strategies with different focuses, both works =)
gmerc
Profile Joined August 2009
Canada45 Posts
April 28 2010 22:44 GMT
#484
Dear math majors:

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=122162#/replay_overview

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=122163#/replay_overview

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=122164#/replay_overview

Love, gmerc.
ploy
Profile Joined January 2006
United States416 Posts
April 28 2010 23:26 GMT
#485
This whole thread is the perfect example of strats/units/whatever that are originally deemed to be too powerful or unfair or whatever, when in all reality its that people just need to learn to play.
mR.Waffles
Profile Joined April 2010
United States15 Posts
April 29 2010 00:39 GMT
#486
Hi everyone. I'm new here. I stumbled upon this website because orb and someone else destroyed me and a friend in a 2v2, orb and someone else as Terran and my friend and I Protoss. After watching the replay numerous times I can not figure out how to counter the reaper. I don't want to read through all 25 pages of this thread, but I skipped around a little bit and I see people talking about how there is a defense, but I have not found the replay. Can someone please link to the replay where the reaper rush is defended without going immediate forge?
ploy
Profile Joined January 2006
United States416 Posts
April 29 2010 00:44 GMT
#487
On April 29 2010 09:39 mR.Waffles wrote:
Hi everyone. I'm new here. I stumbled upon this website because orb and someone else destroyed me and a friend in a 2v2, orb and someone else as Terran and my friend and I Protoss. After watching the replay numerous times I can not figure out how to counter the reaper. I don't want to read through all 25 pages of this thread, but I skipped around a little bit and I see people talking about how there is a defense, but I have not found the replay. Can someone please link to the replay where the reaper rush is defended without going immediate forge?


Seriously? Like two posts above yours are 3 replays of me doing 6 rax reaper vs merc, and him defending it and coming out way way ahead.
poor newb
Profile Joined April 2004
United States1879 Posts
April 29 2010 00:50 GMT
#488
reaper arent so scary by themselves, reaper with bunker rush is utter rape
How do you mine minerals?
gmerc
Profile Joined August 2009
Canada45 Posts
April 29 2010 00:52 GMT
#489
The bunker is what makes it all in tho. beat it and you win.
mR.Waffles
Profile Joined April 2010
United States15 Posts
Last Edited: 2010-04-29 00:57:20
April 29 2010 00:55 GMT
#490
On April 29 2010 09:44 ploy wrote:
Show nested quote +
On April 29 2010 09:39 mR.Waffles wrote:
Hi everyone. I'm new here. I stumbled upon this website because orb and someone else destroyed me and a friend in a 2v2, orb and someone else as Terran and my friend and I Protoss. After watching the replay numerous times I can not figure out how to counter the reaper. I don't want to read through all 25 pages of this thread, but I skipped around a little bit and I see people talking about how there is a defense, but I have not found the replay. Can someone please link to the replay where the reaper rush is defended without going immediate forge?


Seriously? Like two posts above yours are 3 replays of me doing 6 rax reaper vs merc, and him defending it and coming out way way ahead.


Sorry I just figured out how to watch them. I shoulda been more specific and asked for a youtube video. I didn't realize I had to dump the file into the recent folder to make it show up.

What do you do on a map where the mineral line is next to a ridge and you cannot chase the reaper off with the probes?
poor newb
Profile Joined April 2004
United States1879 Posts
Last Edited: 2010-04-29 00:56:56
April 29 2010 00:56 GMT
#491
On April 29 2010 09:52 gmerc wrote:
The bunker is what makes it all in tho. beat it and you win.


how do you beat a 400hp bunker with repair that finishes in 30 seconds while a reaper is killing your workers and your first units are just poping out?
How do you mine minerals?
gmerc
Profile Joined August 2009
Canada45 Posts
April 29 2010 00:57 GMT
#492
Dead scvs dont repair. Dude... look up 5 posts.
ploy
Profile Joined January 2006
United States416 Posts
April 29 2010 00:59 GMT
#493
You can most certainly kill the building scv with a few probes while chasing the reaper around with a few more. If the stalker comes out and no bunker is built, the harassment is over and terran is way, way behind.
Jaden-
Profile Joined April 2010
6 Posts
April 29 2010 01:01 GMT
#494
these replay don't prove much, since any good terran will make more scv
gmerc
Profile Joined August 2009
Canada45 Posts
April 29 2010 01:02 GMT
#495
Watch the 3 replays on page 25:
In game two he gets the bunker up, that replay is the closest, but also the worst performed by the protoss.
Late stalker, bad probe control etc.

Game 2:
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=122163#/replay_overview
gmerc
Profile Joined August 2009
Canada45 Posts
April 29 2010 01:07 GMT
#496
Lol i just watched gam 2 again.

the stalker was 10 seconds late after the cyber core and the scv building the bunker was incredibly close to dieing. It shouldnt have been that close.
mR.Waffles
Profile Joined April 2010
United States15 Posts
April 29 2010 01:13 GMT
#497
I watched those videos now and my only complaint is that the protoss has to play as if he knows that's the terran strat. You have to open with stalkers against terran, and you didn't even have a probe to scout. So do we just always open with stalkers against terran?
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-04-29 01:22:44
April 29 2010 01:21 GMT
#498
On April 29 2010 10:13 mR.Waffles wrote:
I watched those videos now and my only complaint is that the protoss has to play as if he knows that's the terran strat. You have to open with stalkers against terran, and you didn't even have a probe to scout. So do we just always open with stalkers against terran?


No, let's make a useless zealot that won't catch a scouting scv if the opposing player has over 50 apm, or throw down our tech in the face of the scv and not make any units before robo or stargate.
poor newb
Profile Joined April 2004
United States1879 Posts
Last Edited: 2010-04-29 01:28:39
April 29 2010 01:24 GMT
#499
the replay doesnt mean anything

1. you knew exactly what hes doing
2. you didnt even scout
3. the bunker was late
4. the T screw up his econ with just 2 scvs on minerals, and ended up with 270+ gas unspent

after all these mistakes the T almost won
How do you mine minerals?
ploy
Profile Joined January 2006
United States416 Posts
Last Edited: 2010-04-29 01:35:42
April 29 2010 01:27 GMT
#500
On April 29 2010 10:24 poor newb wrote:
the replay doesnt mean anything

1. you know exactly what hes doing
2. you didnt even scout
3. the bunker was late
4. the T screw up his econ with just 2 scvs on minerals, and ended up with 270+ gas unspent


Yea now the terran wont have such a good economy after the reaper rush.... are you serious? All that matters is that there was enough minerals not to slow down the reapers... what would more minerals have done there?

Edit: After all the mistakes the TERRAN made? There is no reason the bunker should have gotten up.. the toss accidentally stopped attacking the scv right before it died, and it'd have been even easier to kill the building scv if I built the bunker earlier because I wouldn't have been able to come in with the 2nd reaper and kill several probes attacking the scv as easily/quickly. Furthermore, the protoss forgot to build the stalker for literally 7 game seconds once the cycore finished...
willeesmalls
Profile Joined March 2010
United States477 Posts
April 29 2010 01:44 GMT
#501
Why are people still posting in this thread. Open with gate core and boost stalker. There's no way for Terran to punish u for it. If your scout probe sees marauder or second rax, just throw down a second gate. Attack the reaper with 5 probes when it gets there. You lose 2 probes max to 10 rax reaper.

/thread.
gmerc
Profile Joined August 2009
Canada45 Posts
April 29 2010 01:45 GMT
#502
Actually I always play like that...

Is 8 pylon 12 gate to cyber like.. unusual?
Also, i didnt start building out of my gateway untill i saw the reaper...

The terran didnt execute properly, but niether did the protoss.

After i have 2 stalkers 1 zelot and i get to his baracks, what recourse does he have? start another rax at home and hope i don't walk in and destroy all his scvs before he gets enough marines to stop me?

grow up guys.
Fangzhou
Profile Joined April 2010
United States199 Posts
April 29 2010 05:34 GMT
#503
On April 29 2010 09:56 poor newb wrote:
Show nested quote +
On April 29 2010 09:52 gmerc wrote:
The bunker is what makes it all in tho. beat it and you win.


how do you beat a 400hp bunker with repair that finishes in 30 seconds while a reaper is killing your workers and your first units are just poping out?


On April 29 2010 10:13 mR.Waffles wrote:
I watched those videos now and my only complaint is that the protoss has to play as if he knows that's the terran strat. You have to open with stalkers against terran, and you didn't even have a probe to scout. So do we just always open with stalkers against terran?


Read my posts from page 23-25, it should solve almost all your problems with reaper rushes with very basic micro control.
go4it
Profile Joined March 2010
Croatia91 Posts
April 29 2010 14:38 GMT
#504


As for someone saying I should be banned for my BM, first off nice back seat modding you twat. Secondly, in my opinion if you post in a thread without even having read the OP let alone any other posts in the thread you deserve to be instantly banned. You're not going to add to any discussion if you haven't even read what the discussion is about and are just spewing retarded comments based on the title of the thread, aka the only thing you actually read.


Still doesnt change the fact that youre dumb BM fuck. Now go and polish your glasses with IdrA nerd. I read all posts on this topic, yes, people are saying lots of bullshit and repeating same shit, but that doesnt give you right to insult people..

Srsly dude, fuck off, youre no one.


NightOne
Profile Joined March 2010
Canada215 Posts
April 29 2010 14:45 GMT
#505
On April 29 2010 09:56 poor newb wrote:
Show nested quote +
On April 29 2010 09:52 gmerc wrote:
The bunker is what makes it all in tho. beat it and you win.


how do you beat a 400hp bunker with repair that finishes in 30 seconds while a reaper is killing your workers and your first units are just poping out?


kill the scv with your stalker and shoot the bunker from out of range since reaper does not have enough range to hit stalker inside a bunker... common sense here... plus a stalker does not get 3-shot by the reaper either.. even if it pops out right infront of the bunker.. its not like there is an immortal inside the bunker shooting at u... comon guys.. its a reaper..
NightOne
Profile Joined March 2010
Canada215 Posts
April 29 2010 14:46 GMT
#506
On April 29 2010 10:13 mR.Waffles wrote:
I watched those videos now and my only complaint is that the protoss has to play as if he knows that's the terran strat. You have to open with stalkers against terran, and you didn't even have a probe to scout. So do we just always open with stalkers against terran?


well you certainly aren't going to open sentry vs early maurauders now are u...
go4it
Profile Joined March 2010
Croatia91 Posts
April 29 2010 14:47 GMT
#507
On April 29 2010 23:45 NightOne wrote:
Show nested quote +
On April 29 2010 09:56 poor newb wrote:
On April 29 2010 09:52 gmerc wrote:
The bunker is what makes it all in tho. beat it and you win.


how do you beat a 400hp bunker with repair that finishes in 30 seconds while a reaper is killing your workers and your first units are just poping out?


kill the scv with your stalker and shoot the bunker from out of range since reaper does not have enough range to hit stalker inside a bunker... common sense here... plus a stalker does not get 3-shot by the reaper either.. even if it pops out right infront of the bunker.. its not like there is an immortal inside the bunker shooting at u... comon guys.. its a reaper..



Agree with you mate..
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-29 20:27:24
April 29 2010 20:24 GMT
#508
oh man in a couple of day everyone will apologize and will say that i was right about proxy 6/11 + bunker + rauder to counter 1st stalker...
clani.raq will be posting around 200 replays.

he also said TvP was 100% win rate.

http://forums.battle.net/thread.html?topicId=24630543240&sid=5000

read the first post.... youll see.... now 1v1 him and see what you can do....
someone_elses_lies@live.fr
gmerc
Profile Joined August 2009
Canada45 Posts
April 29 2010 22:37 GMT
#509
Watch the replays.
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-29 22:44:05
April 29 2010 22:43 GMT
#510
On April 30 2010 07:37 gmerc wrote:
Watch the replays.


which one ?

if there is no reaper under 3min in your mineral line
no bunker with a position that only half of the time your probe could attack the SCV


this replay mean nothing.

but gimme the link ill watch it.

someone_elses_lies@live.fr
gmerc
Profile Joined August 2009
Canada45 Posts
Last Edited: 2010-04-29 22:50:56
April 29 2010 22:50 GMT
#511
The reaper comes out as fast as possible.
And what, your going to wait for probes to move out of the mineral line? and hope that a 3x2 space is left open for a full two seconds?

And 4 probes can kill an scv very fast... and if it gets up.. the game still isnt over.

I know forcefields are fun, but you gotta learn how to micro other units too.

Edit: to your edit: page 25. theres 3.
j4vz
Profile Joined March 2010
Canada976 Posts
April 29 2010 22:51 GMT
#512
send me the replay ? where is it ?
someone_elses_lies@live.fr
gmerc
Profile Joined August 2009
Canada45 Posts
April 29 2010 22:55 GMT
#513
Im spoon feeding you the solution, im not playing tech support.
go to page 25.
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-29 23:11:06
April 29 2010 22:58 GMT
#514
ok so here is my reply ill edit:

1st replay: the terran player is a bit late because he didnt sent his scv right away but this doesnt change much, he microed verybad he had his first reaper surrounded by probe while the 2nd reaper was standing there without doing anything....

lol he sacked the 1st reaper gg.....

and he didnt counter the 1st stalker with a marauder... the bunker isnt at the good spot.

2st replay: OMFG worst micro ever with the terran.... come on.... and wheres the marauder to counter the stalker....

he can get a marauder look at the gas, he need to switch guys to mineral... then he just run with reaper and wait that the stalker is died.... spam more rauder and gg....

3st replay: omfg i thought i was the worst micro but i didnt saw that one....


the terran is bad,,,

someone_elses_lies@live.fr
gmerc
Profile Joined August 2009
Canada45 Posts
April 29 2010 23:11 GMT
#515
U want a shot?
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-29 23:17:57
April 29 2010 23:13 GMT
#516
On April 30 2010 08:11 gmerc wrote:
U want a shot?


ask clani on bnet:
http://forums.battle.net/thread.html?topicId=24630543240&postId=246283570142&sid=5000#83

i can tell that this guy micro isnt as good as clani... i never said i could do better but i know clani can...

im playing toss.

but i would LOVE to see you against clani... this would close this thread for good.

edit: if you win you are my new hero. but that wont happen :D
someone_elses_lies@live.fr
PokePill
Profile Blog Joined March 2009
United States1048 Posts
April 29 2010 23:17 GMT
#517
On April 30 2010 08:13 j4vz wrote:
Show nested quote +
On April 30 2010 08:11 gmerc wrote:
U want a shot?


ask clani on bnet:
http://forums.battle.net/thread.html?topicId=24630543240&postId=246283570142&sid=5000#83

i can tell that this guy micro isnt as good as clani... i never said i could do better but i know clani can...

im playing toss.

but i would LOVE to see you against clani... this would close this thread for good.


I played clani back on page 9 or something and lost 1 probe. I wish you people would really stop with this nonsense. When I say you people I mean all the 50 apm players and Orb, who only complains about this because he complains about everything related to his race.
j4vz
Profile Joined March 2010
Canada976 Posts
April 29 2010 23:20 GMT
#518
ill quote what clani said about you aka oak right ?


We played a single game, before anyone knew what proxy reaper bunker was.
It was just me seeing how fast I could get a reaper out (in my own base).

Not a real game at all
someone_elses_lies@live.fr
PokePill
Profile Blog Joined March 2009
United States1048 Posts
April 29 2010 23:24 GMT
#519
On April 30 2010 08:20 j4vz wrote:
ill quote what clani said about you aka oak right ?

Show nested quote +

We played a single game, before anyone knew what proxy reaper bunker was.
It was just me seeing how fast I could get a reaper out (in my own base).

Not a real game at all


Did he also tell you he refused to play any more games, with me telling him I would beat him going 12 gate? Or that I we could bet $100-$500 and do a bo5? He was no where to be found then. Building a bunker doesn't do anything except require the Protoss to pull one more probe.
j4vz
Profile Joined March 2010
Canada976 Posts
April 29 2010 23:29 GMT
#520
well, ill try all i can to get him to play you,

if you win you are my new hero.... your micro was good but i cant really judge from what i saw.... you vs clani would close the debate

:D
someone_elses_lies@live.fr
Hold-Lurker
Profile Joined October 2007
United States403 Posts
April 29 2010 23:38 GMT
#521
Blizzard should just implement a tie-in with Paypal in Bnet 2.0 so they could automate all these grudge matches! :D Don't like someone? Think they're full of crap? Grudge match with money on the line!
ploy
Profile Joined January 2006
United States416 Posts
April 30 2010 00:11 GMT
#522
On April 30 2010 08:29 j4vz wrote:
well, ill try all i can to get him to play you,

if you win you are my new hero.... your micro was good but i cant really judge from what i saw.... you vs clani would close the debate

:D


You are so clearly all talk. Play gmerc and do 6 rax reaper whatever which way you want to, and watch him defend it going 12 gateway. He asked you politely to try it versus him, why are you dodging?

Oh, that's right, you're either full of shit or you're terrible - probably both.
zomgzergrush
Profile Joined August 2008
United States923 Posts
April 30 2010 00:14 GMT
#523
wait wtf. 10 rax? not even 7 rax? if you go gate->core->stalker (NO ZEALOT), you can hold off even a 7 rax reaper....
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
j4vz
Profile Joined March 2010
Canada976 Posts
April 30 2010 00:50 GMT
#524
On April 30 2010 09:11 ploy wrote:
Show nested quote +
On April 30 2010 08:29 j4vz wrote:
well, ill try all i can to get him to play you,

if you win you are my new hero.... your micro was good but i cant really judge from what i saw.... you vs clani would close the debate

:D


You are so clearly all talk. Play gmerc and do 6 rax reaper whatever which way you want to, and watch him defend it going 12 gateway. He asked you politely to try it versus him, why are you dodging?

Oh, that's right, you're either full of shit or you're terrible - probably both.


lol ?

i said i couldnt micro reaper like clani is... im toss...
whatever...

Oh ok Oak is probably better than me but that doesnt mean im wrong and he is right...
all the replay we've seen werent balanced matchup....

i need to see a good toss vs a good terran...
someone_elses_lies@live.fr
gmerc
Profile Joined August 2009
Canada45 Posts
April 30 2010 02:16 GMT
#525
Come on ploy, just because orb started the thread doesn't mean we can't be intelligent and civil.
j4vz
Profile Joined March 2010
Canada976 Posts
April 30 2010 03:17 GMT
#526
oak look at this one by clani:
http://www.sc2rc.com/index.php/replay/show/2759

yea the platinum toss player isnt the best but look at the marauder to counter the stalker.... dont you think the bunker harass + the marauder to counter the 1st stalker is a lot of thing to deal with as protoss ???

im not saying u wouldnt be able to find a way as toss, but do you think it need a fix or something ?

its like day after day this rush is getting stronger and stronger...

someone_elses_lies@live.fr
gmerc
Profile Joined August 2009
Canada45 Posts
April 30 2010 03:23 GMT
#527
Yes, stalker zelot stalker.
dew
Profile Joined March 2010
United States59 Posts
May 01 2010 06:24 GMT
#528
The page 25 games would have had a different result if Terran built a seventh SCV while the Barracks was going up, put an SCV from gas back onto minerals, and pumped out a Marauder instead of his second Reaper.

Any build is counterable with a big skill gap in micro, but can we at least agree that this is broken enough to need tweaking? If the Terran player mined minerals in game 2, and built a Marauder in place of the second reaper, he would have won. Even though the Protoss player knew it a cheesy all-in strategy was coming, and came in with a plan to beat it, if the Terran player macroed a little bit better instead of ignoring his main entirely after the reaper came out, and built a Marauder, he wins.

I'd rather to see a replay of a game where the Terran player plays as well as the page 25 replays, except picks up a Marauder instead of the second Reaper while the Reaper plays keep-away, either killing Probes or kiting the Stalker and keeping hits off the Marauder. I don't play Terran at all, this just looks imba to me.
Beanpaste
Profile Joined April 2010
United States33 Posts
May 01 2010 06:47 GMT
#529
On May 01 2010 15:24 dew wrote:
The page 25 games would have had a different result if Terran built a seventh SCV while the Barracks was going up, put an SCV from gas back onto minerals, and pumped out a Marauder instead of his second Reaper.


I agree with the above quote -- the maurader just shoots down the stalker or the pylon and then toss is screwed....

Agreed --- On 1v1 maps PvT -- P is forced to go Gate then cybercore -- otherwise loose to reaper rush. I always go for the cybercore and a chrono boosted stalker as fast as I can on 1v1 maps against terran -- I hate it when I do this and instead the terran go for a handful of marines and a tank


The terran play mind games -- they expect you to prepare for a reaper rush -- which can allow for them to do an early timing push with rines and 1 seige tank and your done --- hate it....
Half your life is ruined by your parents, the other half is ruined by your kids...
Inspyr
Profile Joined March 2010
Australia41 Posts
May 01 2010 06:48 GMT
#530
I cannot belive this apparent "pro player" orb winge thread got this many pages.

I watched your game, horrible micro, no probe management, given its a bad map to scout it on, but realistically most terrans badly place there rax over the edge so a simple scout around with a probe will see it.

It’s really not worth my time to explain anything to you as your very arrogant and bad mannered and cry excessive amounts.

Louder on page 5 or 6, said pretty much the exact way to counter this, you came back with its not a economically viable start to a game if they didn’t early rax.

bullshit it isn’t, learn to adapt and think quick you shouldn’t loose to a cheese reaper rush if you let ur games flow, but ur just cocky and foul minded to allow your brain to explore more openings.

ps. laughed at the "proven mathematically" you’re a fool



Within the perfect architecture of thought, Logic may often provide the structure -- but from emotion came the inspiration.
MrLimeKing
Profile Joined April 2010
Canada40 Posts
May 01 2010 07:07 GMT
#531
You should be able to chronoboost your units (ie. your zealot) to make them move faster. That way you can waste your chronoboost to try and hold off the reapers. It is temporary and the reaper would just run away to let it die off but in that time you would be able to work on a stalker.
Phokus
Profile Joined April 2010
United States31 Posts
May 01 2010 10:58 GMT
#532
totally didnt read all 27 pages.. 1-2 infact, so excuse me if this has been said already. Make zealot.. send zealot at terran... attack wall, reaper comes to attack, back off. then, walk right back up. force him to make another unit for the reaper to leave the base. If that doesnt net you enough time for a stalker you should uninstall. sorry.
wait...what?
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
May 01 2010 11:08 GMT
#533
On May 01 2010 19:58 Phokus wrote:
totally didnt read all 27 pages.. 1-2 infact, so excuse me if this has been said already. Make zealot.. send zealot at terran... attack wall, reaper comes to attack, back off. then, walk right back up. force him to make another unit for the reaper to leave the base. If that doesnt net you enough time for a stalker you should uninstall. sorry.


You could've read the last 2 pages at least - what you are talking about is not the proxy 6 rax reaper --> marauder with bunker and whilst sending a spare zeal to the terran base would be great, that spare zeal simply doesn't exist.
Phokus
Profile Joined April 2010
United States31 Posts
May 01 2010 11:09 GMT
#534
the beginning was talking about a 10 rax reaper............
wait...what?
Fangzhou
Profile Joined April 2010
United States199 Posts
May 01 2010 11:21 GMT
#535
Why are you guys still complaining about his 6 rax proxy rush as my previous post have suggested, if you just send out a scouting probe after 8 pylon, you have a full 60 seconds to find the proxy barracks and once you find it, just hit the scv for a little and infinitely delay the tech lab... easiest win in the world, you don't even have to worry about any of those reaper maradure getting out.........
j4vz
Profile Joined March 2010
Canada976 Posts
May 01 2010 15:08 GMT
#536
On May 01 2010 20:21 Fangzhou wrote:
Why are you guys still complaining about his 6 rax proxy rush as my previous post have suggested, if you just send out a scouting probe after 8 pylon, you have a full 60 seconds to find the proxy barracks and once you find it, just hit the scv for a little and infinitely delay the tech lab... easiest win in the world, you don't even have to worry about any of those reaper maradure getting out.........


your suggestion is that toss should go 8 pylon everytime against terran ?

lol just admit that this is broken....

in a map like lost temple the proxy rax could be at 4-5 different location... so that mean if u fail to find it in time you lose....

and if the terran isnt proxying then you start with a small disavatange...
someone_elses_lies@live.fr
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 01 2010 15:35 GMT
#537
nobody does (or should do) 6 proxy rax it's stupid as hell. 7 or 8 proxy rax is strictly better as it really is the same timing, the extra scv(s) pays off themselves before you start the rax anyway... Good scouting can stop these shenanigans really, if you see a proxy rax you can start your gateway faster and save up a few chrono's for your first zealot and stalker and you will be economically ahead. If you scout it well in time you can also position your probe next to the barracks to delay the tech lab for a bit.
Most 2 player maps it's fairly easy to scout the proxy rax if you just scout on 9 with the probe that makes the pylon. The fast rax builds hurt the terran more then they do you mostly. Also stalkers with probes do fine against marauders without stim so when you make stalkers to counter the reaper the followup marauders really shouldn't be too troublesome.
Also overall fast cybercore is always a good move against terran as it allows for fast robotics which is very often a good opening. So being 'forced' to go fast cyber all the time really isn't that bad.
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
May 01 2010 16:03 GMT
#538
I find that with that build, even if i get 2-3 probes with my reaper, as soon as that stalker comes out it doesnt even matter, because my economy is hurting, and he at that point can chrono boost probes and push your base with stalkers.On top of that, you have no unit production capabilities, so its tough to defend an early push. The only reaper build i actually find to be really effective is the turbo/bunker cheese.
"losers always whine about their best, Winners go home and fuck the prom queen"
-infinite-
Profile Blog Joined April 2010
United States44 Posts
Last Edited: 2010-05-02 19:01:00
May 01 2010 18:41 GMT
#539
So this just happened to me the other day and I thought I would post the replay.

Just noting that I didn't sacrifice my build order (12 gate) and I wasn't in the hottest position at first.

The Terran's Reaper gets his first shot off on one of my probes at 3:48, compared to your 3:44 and 3:35. At the time his shot was fired I had 17 probes compared to your 14 probes. When I got up in the Reapers face he had knocked off 3 probes I believe.

A stalker takes 42 seconds to even produce while a Zel takes 33 seconds! That's huge. Get your zel out to harass while bringing a stalker into the fight in my opinion.

http://www.sc2rc.com/index.php/replay/show/2980

EDIT: Just saw the other replay from the edit. Probe line hit at an improved 3:20 when you had 17 probes. Only thing I noticed was that there was a small mis-management of production. You could have had another stalker coming 10 - 15s earlier. Not sure if that would have been enough to kill those suckers and get around to start messing with the proxy shit.
One shot, one kill. Ready to die but never will.
Opti
Profile Joined April 2010
United States155 Posts
May 02 2010 00:37 GMT
#540
replay

Had this happen to me as well.. it's just.. well it's insane if you are going for a 12 gate you basically automatically lose, there is no way you'll recover. I think i handled it as well as could be expected, although in retrospect i should have pulled my workers away sooner when the bunker was done, and now i know that it is impossible to try to kill the bunker with workers, your probes just die too fast, its really terrible.

Sad thing is the second i finally broke the bunker and get him out of my base, his last shot kills my nexus, making it GG.

So the thing is, i did scout pretty early on and i knew what he was doing. Obviously i saw no rax (not even a depot for that matter) in his base and a gas with very few workers. HMMMM i WONDER what he could be doing?!?! lol.

But it doesn't change the fact that i was already working on a 12 gate and so theres really nothing i could do.

I guess vs terran, protoss MUST send a first worker to his base, maybe try to cannon rush him? I hate to cheese, but i guess you have to fight cheese with cheese? The fact is, stalkers are the only thing that will counter reapers early on. Sure you can chase him with 4-5 drones, and it is effective, but once that bunker starts going down, forget it, you lost unless you have something that can kill his SCV.

I guess i can't blame terran, protoss are a little overpowered at the moment according to blizzard, i think mainly due to void rays etc and the fact that marines get raped by basically everything that protoss has to offer except like immortals.

Any suggestions other than just scout with one of my first workers and cannon rush him if he goes super fast reaper? Will cannon rush even work? (im assuming if he pulls scvs off of minerals/gas he wont be able to do reaper rush, so even if it doesn't work, if it at least stalls him until i have stalkers out so his eco is screwed and he can't make reapers, it would have done it's job)
jdr_
Profile Joined October 2009
United States78 Posts
May 02 2010 01:02 GMT
#541
On April 03 2010 02:53 TSL-Lore wrote:
zerg FE gets completely shut down by this as well. I discussed it in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=118166

it seems these new reaper rush builds need somewhat of a re-balance .. anything that comes that early in the game shouldn't require such a drastic response as to change the entire match up.

except for epic scv rushes or something.


I don't know what you're doing wrong but I know that as a zerg player myself I don't get shut down by reapers at all, whether they're 8rax reaper 10rax reaper or otherwise. It only works if he manages to get the bunker up, which he shouldn't unless you're really not paying attention to your natural at all.
"The left hand side is really going to be a bit of a nervewracking occassion" -Artosis
Opti
Profile Joined April 2010
United States155 Posts
Last Edited: 2010-05-02 01:05:29
May 02 2010 01:03 GMT
#542
on another note, this was an INSANELY fast reaper rush, not a 10 rax, LOLOLLOLOLOLOL no. 6 rax my friends, he does not build a single worker, just bunker + reaper rush. First shot from reaper is at ~3:05
MasterFischer
Profile Joined August 2009
Denmark836 Posts
May 02 2010 09:56 GMT
#543
I find that my reaper rushes get deflected alot by skilled players.

Basically you're hampering yourself too much by skipping scvs, that your oppennent will ultimately win early game vs you because you got nothing in your base.

Reapers mostly works against lower skilled players, who are unaware of the concequences and counters of going a reaper rush.
WHO is this who speaks to me as though I needed his advice?
Jaeger
Profile Joined December 2009
United States1150 Posts
May 02 2010 10:38 GMT
#544
How do you stop proxy fast reaper into into marauder on Scrap Station? Earlier it was suggested 8 pylon, scout, 10 gate, rush for stalker which takes care of reaper with minor damage (at least against bad reaper micro) then transition into immortals (to deal with marauders) and make a sentry to ff the ramp to buy time. The Scrap Station ramp is way too big.

Is the only option tech lab delay with probe after a successful scouting of the proxy?
https://www.dotabuff.com/players/8137911
Veetz
Profile Joined April 2010
Canada109 Posts
May 04 2010 11:21 GMT
#545
on close maps i will 10rax and send 2-3 reapers along with my scouting scv.. if the p does not build a zlot it makes it easier for me to harass his econ but i also begin building a bunker with my scouting scv.. now if the p takes his probes off the line to kill my scv i can pick them off even easier with my reaper and usually the bunker finishes and its gg after that. even if the p makes a zlot i can out micro the zlot with my speed. The only thing that really stops me from killing 7+ probes is when he takes 5+ probes off the line and chases my reaper because they move just as fast as the reaper it becomes hard to get too many probe kills.

He isnt mining for that long of time.. Does it set him back enough to justify the reapers? if so it needs to be nerfed i think.

Oh also, I saw this in a korean game. Probably the BEST thing u can possibly do to stop this is to scout him early (after 9 pylon should be fine but i am unsure) and when you see his early rax/refinery build a pylon where his addon will go. Once he lifts his rax up you cancel the pylon and keep ur probe undernearth the rax as long as u can so that it cannot land. This will completely null the reaper rush. :D
torfteufel
Profile Joined April 2010
Germany86 Posts
May 04 2010 11:30 GMT
#546
On May 04 2010 20:21 Veetz wrote:
[...] and when you see his early rax/refinery build a pylon where his addon will go. Once he lifts his rax up you cancel the pylon and keep ur probe undernearth the rax as long as u can so that it cannot land. This will completely null the reaper rush. :D


i loled
:D
"You're not wrong Walter. You're just an asshole!" El Duderino
folke123
Profile Joined February 2010
Sweden133 Posts
May 04 2010 15:20 GMT
#547
does this work against the standard builds of the other races?

AKA can you do a 10 rax reaper rush vs a 13/14 pool or a 12 rax?
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
May 04 2010 15:45 GMT
#548
You can get Terran with it. Not many zerg though. As soon as the queen pops, your fun is over.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
folke123
Profile Joined February 2010
Sweden133 Posts
May 04 2010 19:06 GMT
#549
What do you do if he have one marine? or builds one? fight or flight?
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
May 04 2010 19:07 GMT
#550
On May 05 2010 04:06 folke123 wrote:
What do you do if he have one marine? or builds one? fight or flight?

Marine < Reaper unless he's got more.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
mR.Waffles
Profile Joined April 2010
United States15 Posts
May 04 2010 20:10 GMT
#551
People are missing the point. 10rax reaper is not the problem, 6 rax is. The only way I have managed to defend is against bad reaper micro. Perfect reaper micro is unbeatable. If you can chase him away with the probes without taking too many loses, and manage to use the probes to A) kill SCV b) kill bunker c) form a wall blocking the reaper (my favorite) from entering, then you've won the game, but failing the terran's piss poor micro it is virtually impossible. It requires the toss player to be perfect, plan for it by 10 gating, and scout it.
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
May 04 2010 20:21 GMT
#552
On May 05 2010 05:10 mR.Waffles wrote:
People are missing the point. 10rax reaper is not the problem, 6 rax is. The only way I have managed to defend is against bad reaper micro. Perfect reaper micro is unbeatable. If you can chase him away with the probes without taking too many loses, and manage to use the probes to A) kill SCV b) kill bunker c) form a wall blocking the reaper (my favorite) from entering, then you've won the game, but failing the terran's piss poor micro it is virtually impossible. It requires the toss player to be perfect, plan for it by 10 gating, and scout it.


I pretty much always 10gate on maps where 6rax is convenient and i've still yet to have a serious issue with the reaper rush. The marauder follow-up gets really nasty though. I've got a number of losses where i wasn't thinking clearly and built two stalkers instead of getting a zealot or sentry third and was consequently run-over by a couple marauders who came in after the reaper died.

Don't really care one way or the other if it's nerfed, but i would like to see games go longer in general.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
STS17
Profile Joined April 2010
United States1817 Posts
May 04 2010 20:43 GMT
#553
Seriously, has anyone tried sending a chrono-boosted zealot into the opponent's base once they scout the 6 rax (preferably proxy)? He can't build marauders or extra reapers without using his initial reaper to kill your zealot.
Platinum Level Terran - Take my advice from that perspective
deo.deo
Profile Joined April 2010
135 Posts
Last Edited: 2010-05-04 20:54:59
May 04 2010 20:46 GMT
#554
I wouldn't even mind the fast reaper but only if its commits the terran to be at a disadvantage if it doesn't work out and not overrun me with marauders 2 mins after.
AND EVEN more if it would also be challenging micro wise on the terrans part. I feel like it does not only put the toss in a defensive position from the first minute of the game but its also way easier to micro a fast ranged unit against some slow probes + zealot.. if it would take both parties to micro heavily it would be fine. maybe just taking some range from the reaper might help?
Runsta
Profile Joined March 2008
United States161 Posts
May 06 2010 15:46 GMT
#555
On May 05 2010 05:43 STS17 wrote:
Seriously, has anyone tried sending a chrono-boosted zealot into the opponent's base once they scout the 6 rax (preferably proxy)? He can't build marauders or extra reapers without using his initial reaper to kill your zealot.

the problem with the idea of racing a terran with a zealot is that they can lift off the command center, and unless you can get a stalker out and to the other side of the map(assuming the terran would let you do that in the first place, or you could get it before the command center went out of attack range, or assumming you could get your cybercore out at all)
Alou
Profile Blog Joined March 2010
United States3748 Posts
May 06 2010 15:50 GMT
#556
On May 07 2010 00:46 Eyeon wrote:
Show nested quote +
On May 05 2010 05:43 STS17 wrote:
Seriously, has anyone tried sending a chrono-boosted zealot into the opponent's base once they scout the 6 rax (preferably proxy)? He can't build marauders or extra reapers without using his initial reaper to kill your zealot.

the problem with the idea of racing a terran with a zealot is that they can lift off the command center, and unless you can get a stalker out and to the other side of the map(assuming the terran would let you do that in the first place, or you could get it before the command center went out of attack range, or assumming you could get your cybercore out at all)


He's not saying kill the entire base with one zealot. He is saying, use your zealot to force the reaper to defend while you get a stalker. I never thought of this, might try it.
Life is Good.
Runsta
Profile Joined March 2008
United States161 Posts
May 06 2010 15:52 GMT
#557
On May 07 2010 00:50 Alou wrote:
Show nested quote +
On May 07 2010 00:46 Eyeon wrote:
On May 05 2010 05:43 STS17 wrote:
Seriously, has anyone tried sending a chrono-boosted zealot into the opponent's base once they scout the 6 rax (preferably proxy)? He can't build marauders or extra reapers without using his initial reaper to kill your zealot.

the problem with the idea of racing a terran with a zealot is that they can lift off the command center, and unless you can get a stalker out and to the other side of the map(assuming the terran would let you do that in the first place, or you could get it before the command center went out of attack range, or assumming you could get your cybercore out at all)


He's not saying kill the entire base with one zealot. He is saying, use your zealot to force the reaper to defend while you get a stalker. I never thought of this, might try it.


why would he bother defending his main when he can lift and and kill everything you have with a reaper?
kspree
Profile Joined July 2009
Canada22 Posts
May 06 2010 15:56 GMT
#558
I'm also having problems with this. If not for this strategy, my W:L ratio would probably be about 80% but this strat alone brings me down to 65%. I'm not very good, but I'm trying to practice against this. I like the idea of scouting early and delaying his tech lab with a pylon.
undergo
Profile Joined May 2010
Finland15 Posts
May 06 2010 16:30 GMT
#559
How does it sound that the reaper's building time would be little increased, cost increased to 50 minerals 75 gas but that speed upgrade would come built in with the reaper?
lol
Alou
Profile Blog Joined March 2010
United States3748 Posts
May 06 2010 16:37 GMT
#560
On May 07 2010 00:52 Eyeon wrote:
Show nested quote +
On May 07 2010 00:50 Alou wrote:
On May 07 2010 00:46 Eyeon wrote:
On May 05 2010 05:43 STS17 wrote:
Seriously, has anyone tried sending a chrono-boosted zealot into the opponent's base once they scout the 6 rax (preferably proxy)? He can't build marauders or extra reapers without using his initial reaper to kill your zealot.

the problem with the idea of racing a terran with a zealot is that they can lift off the command center, and unless you can get a stalker out and to the other side of the map(assuming the terran would let you do that in the first place, or you could get it before the command center went out of attack range, or assumming you could get your cybercore out at all)


He's not saying kill the entire base with one zealot. He is saying, use your zealot to force the reaper to defend while you get a stalker. I never thought of this, might try it.


why would he bother defending his main when he can lift and and kill everything you have with a reaper?


Because you'll still have a base and be making units/buildings? He won't lift off because of one zealot. He isnt going to say "OMG A ZEALOT!! LIFTOFF HURRY!!" He will either defend with the reaper and delay his attack on you or just let it do some damage. You'll still have the zealot. You'll be able to get a second zealot or a stalker in your base. It isn't some reaper/zealot building kill off contest. This isn't an all in strategy. Building a zealot is a pretty safe idea. I'm not sure where you're getting this crazy "I'll just build a reaper and lift off my buildings" idea
Life is Good.
Runsta
Profile Joined March 2008
United States161 Posts
Last Edited: 2010-05-06 18:09:14
May 06 2010 17:40 GMT
#561
On May 07 2010 01:37 Alou wrote:
Show nested quote +
On May 07 2010 00:52 Eyeon wrote:
On May 07 2010 00:50 Alou wrote:
On May 07 2010 00:46 Eyeon wrote:
On May 05 2010 05:43 STS17 wrote:
Seriously, has anyone tried sending a chrono-boosted zealot into the opponent's base once they scout the 6 rax (preferably proxy)? He can't build marauders or extra reapers without using his initial reaper to kill your zealot.

the problem with the idea of racing a terran with a zealot is that they can lift off the command center, and unless you can get a stalker out and to the other side of the map(assuming the terran would let you do that in the first place, or you could get it before the command center went out of attack range, or assumming you could get your cybercore out at all)


He's not saying kill the entire base with one zealot. He is saying, use your zealot to force the reaper to defend while you get a stalker. I never thought of this, might try it.


why would he bother defending his main when he can lift and and kill everything you have with a reaper?


Because you'll still have a base and be making units/buildings? He won't lift off because of one zealot. He isnt going to say "OMG A ZEALOT!! LIFTOFF HURRY!!" He will either defend with the reaper and delay his attack on you or just let it do some damage. You'll still have the zealot. You'll be able to get a second zealot or a stalker in your base. It isn't some reaper/zealot building kill off contest. This isn't an all in strategy. Building a zealot is a pretty safe idea. I'm not sure where you're getting this crazy "I'll just build a reaper and lift off my buildings" idea


why retreat when you have no reason to? by bypassing the reaper you let the reaper have free reign on your probes until you get a stalker out, assuming you can get one out.

with a proxy rax(which is what we are talking about), the terran has no defenses in his base, so yes, a zealot would essentially be racing a reaper, in which case all the terran has to do to beat you in that race is lift off.
Alou
Profile Blog Joined March 2010
United States3748 Posts
May 06 2010 18:22 GMT
#562
On May 07 2010 02:40 Eyeon wrote:
Show nested quote +
On May 07 2010 01:37 Alou wrote:
On May 07 2010 00:52 Eyeon wrote:
On May 07 2010 00:50 Alou wrote:
On May 07 2010 00:46 Eyeon wrote:
On May 05 2010 05:43 STS17 wrote:
Seriously, has anyone tried sending a chrono-boosted zealot into the opponent's base once they scout the 6 rax (preferably proxy)? He can't build marauders or extra reapers without using his initial reaper to kill your zealot.

the problem with the idea of racing a terran with a zealot is that they can lift off the command center, and unless you can get a stalker out and to the other side of the map(assuming the terran would let you do that in the first place, or you could get it before the command center went out of attack range, or assumming you could get your cybercore out at all)


He's not saying kill the entire base with one zealot. He is saying, use your zealot to force the reaper to defend while you get a stalker. I never thought of this, might try it.


why would he bother defending his main when he can lift and and kill everything you have with a reaper?


Because you'll still have a base and be making units/buildings? He won't lift off because of one zealot. He isnt going to say "OMG A ZEALOT!! LIFTOFF HURRY!!" He will either defend with the reaper and delay his attack on you or just let it do some damage. You'll still have the zealot. You'll be able to get a second zealot or a stalker in your base. It isn't some reaper/zealot building kill off contest. This isn't an all in strategy. Building a zealot is a pretty safe idea. I'm not sure where you're getting this crazy "I'll just build a reaper and lift off my buildings" idea


why retreat when you have no reason to? by bypassing the reaper you let the reaper have free reign on your probes until you get a stalker out, assuming you can get one out.

with a proxy rax(which is what we are talking about), the terran has no defenses in his base, so yes, a zealot would essentially be racing a reaper, in which case all the terran has to do to beat you in that race is lift off.


If he proxies, you'll get in his base, he'll get in yours. You'll be able to get a stalker out in decent time after the reaper like always and kill it, he'll still have nothing in your base. It isn't going to turn into a Reaper vs Zealot building destroying showdown. You'll kill his reaper after he takes out some probes, and you'll probably take out some scv's with your zealot. There isn't going to be a building destroying contest because you'll have units, and he will have units. It isn't going to be some all in strategy where he has to kill your nexus with his first two reapers or something. You're not massing zealots and sending them to his base, you're using your first one to hopefully delay his first reaper.

You'll stop the reaper after you lose some probes, he'll probably stop zealot after some scvs. However, if he doesn't proxy, he might delay the reaper getting to your base so by the time he does, you have a stalker out and can defend it without losing some probes. I'm not sure where you guys are getting this Reaper vs Zealot who can kill buildings faster. Yeah he might not have buildings in his base, but you're not going to be able to take down all the scv's and the command center with a single zealot. I dont see why any Terran would take the time to lift off, when he can probably kill the zealot with some scv's or send a reaper back to his base to defend.
Life is Good.
Runsta
Profile Joined March 2008
United States161 Posts
May 06 2010 18:48 GMT
#563
On May 07 2010 03:22 Alou wrote:
Show nested quote +
On May 07 2010 02:40 Eyeon wrote:
On May 07 2010 01:37 Alou wrote:
On May 07 2010 00:52 Eyeon wrote:
On May 07 2010 00:50 Alou wrote:
On May 07 2010 00:46 Eyeon wrote:
On May 05 2010 05:43 STS17 wrote:
Seriously, has anyone tried sending a chrono-boosted zealot into the opponent's base once they scout the 6 rax (preferably proxy)? He can't build marauders or extra reapers without using his initial reaper to kill your zealot.

the problem with the idea of racing a terran with a zealot is that they can lift off the command center, and unless you can get a stalker out and to the other side of the map(assuming the terran would let you do that in the first place, or you could get it before the command center went out of attack range, or assumming you could get your cybercore out at all)


He's not saying kill the entire base with one zealot. He is saying, use your zealot to force the reaper to defend while you get a stalker. I never thought of this, might try it.


why would he bother defending his main when he can lift and and kill everything you have with a reaper?


Because you'll still have a base and be making units/buildings? He won't lift off because of one zealot. He isnt going to say "OMG A ZEALOT!! LIFTOFF HURRY!!" He will either defend with the reaper and delay his attack on you or just let it do some damage. You'll still have the zealot. You'll be able to get a second zealot or a stalker in your base. It isn't some reaper/zealot building kill off contest. This isn't an all in strategy. Building a zealot is a pretty safe idea. I'm not sure where you're getting this crazy "I'll just build a reaper and lift off my buildings" idea


why retreat when you have no reason to? by bypassing the reaper you let the reaper have free reign on your probes until you get a stalker out, assuming you can get one out.

with a proxy rax(which is what we are talking about), the terran has no defenses in his base, so yes, a zealot would essentially be racing a reaper, in which case all the terran has to do to beat you in that race is lift off.


If he proxies, you'll get in his base, he'll get in yours. You'll be able to get a stalker out in decent time after the reaper like always and kill it, he'll still have nothing in your base. It isn't going to turn into a Reaper vs Zealot building destroying showdown. You'll kill his reaper after he takes out some probes, and you'll probably take out some scv's with your zealot. There isn't going to be a building destroying contest because you'll have units, and he will have units. It isn't going to be some all in strategy where he has to kill your nexus with his first two reapers or something. You're not massing zealots and sending them to his base, you're using your first one to hopefully delay his first reaper.

You'll stop the reaper after you lose some probes, he'll probably stop zealot after some scvs. However, if he doesn't proxy, he might delay the reaper getting to your base so by the time he does, you have a stalker out and can defend it without losing some probes. I'm not sure where you guys are getting this Reaper vs Zealot who can kill buildings faster. Yeah he might not have buildings in his base, but you're not going to be able to take down all the scv's and the command center with a single zealot. I dont see why any Terran would take the time to lift off, when he can probably kill the zealot with some scv's or send a reaper back to his base to defend.


ok, first off: WE ARE TALKING ABOUT THE 6RAX PROXY. this is the only thing we haven't found a true counter to yet. and no, you can't get a stalker out fast enough without losing half of your probes(id show you a replay of me testing it against a friend when i knew he was proxy raxing and altering the build for fast stalker, but alas... bnet is down for US and i can't find the replay... i'll find it when US comes back up and post it)

also, you're exactly right. you're not gonna take down any SCVs with a zealot. an SCV has the same speed as a zealot, so with proper micro, an SCV would never die from a single zealot, particularly in his own base. and a terran wouldn't send his proxy units to defend. that defeats the whole purpose of a proxy, particularly when he has a perfectly viable alternative if he sucks at micro: lifting off. why waste your whole proxy rush strategy when you can keep attacking and not worry about defending. saying "oh, he can send a reaper back to his base to defend" is a pointless argument, as there is more to lose by defending with the reaper than there is to attack with the reaper.

also, you're not gonna be delaying his reaper by sending a zealot into his base unless you yourself proxied. you zealot isn't going to make it to his base before his reaper comes out, so unless he sees your zealot run past his rax, he'd have no idea it was comming. so he wouldn't stop his reaper because your zealot was on his way to his base for two reasons: one, he proxied, so hes committed to his rush and second, he wouldn't know your zealot was on the way.

in addition, once he sees you have a stalker, or rather, are teching to stalker, as you would not have one out before the reaper gets to your base, the next unit he will make is a maurader, which would destroy the stalker, particularly if he gets the bunker down.
NightOne
Profile Joined March 2010
Canada215 Posts
May 06 2010 18:55 GMT
#564
if 6 rax proxy reaper rush was actually unbeatable, i think i would actually see it used.. but i dont... maybe because i'm too high level of a platinum player and the tournaments i play don't have trash players...

guess lower tier players see this alot and have problems with it... i guess thats why they are lower tier players...

there are countless solutions on this figgen 30 page thread... if you still can't put 2 and 2 together then i dont think 6 rax reaper is your only problem... seriously...
Runsta
Profile Joined March 2008
United States161 Posts
May 06 2010 19:10 GMT
#565
On May 07 2010 03:55 NightOne wrote:
if 6 rax proxy reaper rush was actually unbeatable, i think i would actually see it used.. but i dont... maybe because i'm too high level of a platinum player and the tournaments i play don't have trash players...

guess lower tier players see this alot and have problems with it... i guess thats why they are lower tier players...

there are countless solutions on this figgen 30 page thread... if you still can't put 2 and 2 together then i dont think 6 rax reaper is your only problem... seriously...


then enlighten me, since you're a better player than everyone in this thread who has been banging their heads together including orb to find a counter for this build, how do i counter 6rax proxy reaper? after skimming over the thread that ive read twice before i still can't find the 2 and 2 to add.
NightOne
Profile Joined March 2010
Canada215 Posts
May 06 2010 19:16 GMT
#566
i have like 20 posts in this thread... i have already discussed 6 proxy reaper open... if you don't want to take the time to find it, i don't want to take the time to explain how this thread is completely out-dated now...

if you can't accept the fact that you'll lose a couple probes to a 6 rax reaper opening then maybe you should play terran and open 6 rax reaper every game vs protoss and see how far u go...
Donger
Profile Joined October 2009
United States147 Posts
Last Edited: 2010-05-06 20:46:44
May 06 2010 20:37 GMT
#567
Eyeon:

I had problem with this rush as well, and I have a solution for you if you play Protoss. Best thing to do is build everything by your Nexus and go straight for a stalker with CB. He will get into your base before the stalker is out, but it wont do nearly enough damage to make it worth it. As for Terran and Zerg it comes down to an early scout. If it's a 1v1 map you should expect some kind of cheese from your enemy and scout your main and just outside it to make sure nothing fishy is going on. It will set you a little bit behind, but at least you won't lose the game.

*edit*
Also, I have a replay of a friend doing the 6Rax-Fast-Reaper build on me (I am playing Protoss). Yes I knew it was coming, but my build order and building placement would not have changed even if he wasn't doing this cheese. Notice how he stopped my mining for a decent amount of time, but after it was all said and done I had a lot more probes then he does and I lost minimal amount of probes.

PM me your email if you want to see it.
Alou
Profile Blog Joined March 2010
United States3748 Posts
May 07 2010 00:07 GMT
#568
Ah. I see what you're saying. I kind of like not having my stalker in time. I mean if we Protoss players manage to get it quicker in a safe economically viable way, what's stopping us from the Stalker becoming the new reaper for another race? Losing a few probes to a proxy is not that big of a deal in my opinion. Their economy will be just as horrid as mine is.
Life is Good.
GoodNewsJim
Profile Joined February 2010
United States122 Posts
May 07 2010 22:33 GMT
#569
I like scouting with my 6th drone after one carry of mineral. In a 2v2 map, if you see 5 scv on mineral, just cannon up and you win. If you see him making a depot, attack it, and build to stalkers fast.
God is real. Jesus is LORD
Jaeger
Profile Joined December 2009
United States1150 Posts
Last Edited: 2010-05-08 05:39:00
May 08 2010 05:38 GMT
#570
On May 08 2010 07:33 GoodNewsJim wrote:
I like scouting with my 6th drone after one carry of mineral. In a 2v2 map, if you see 5 scv on mineral, just cannon up and you win. If you see him making a depot, attack it, and build to stalkers fast.


And if he went standard you've just put yourself in behind..

The point is to find a safe opening that doesn't leave you behind vs standard or reaper rush.

slightly tested theorycraft
+ Show Spoiler +
And even if he does proper proxy 6rax reaper the reaper should get there right when your first cannon warps in due to the early economic hit you took scouting that early (assuming pylon on 9, forge on 10 which is about as early as you get to scout him with your 6th probe after one mining cycle). From earlier discussions it takes 2 pylons and 4 cannons to completely cover your main from any reaper damage. Going this opening you have no units so he can keep that initial reaper alive which should force you to build all the necessary defense, then you can't FE behind cannon because he can just hang that reaper between your main and your natural until you get a very delayed stalker out while building himself an economy and transitioning to something normal.


This doesn't seem like a good option.
https://www.dotabuff.com/players/8137911
Wi)nD
Profile Joined April 2010
Canada719 Posts
May 08 2010 05:45 GMT
#571
lol love the title of your replay
GWash
Profile Joined May 2010
United States153 Posts
May 08 2010 05:54 GMT
#572
On May 08 2010 14:38 Jaeger wrote:
Show nested quote +
On May 08 2010 07:33 GoodNewsJim wrote:
I like scouting with my 6th drone after one carry of mineral. In a 2v2 map, if you see 5 scv on mineral, just cannon up and you win. If you see him making a depot, attack it, and build to stalkers fast.


And if he went standard you've just put yourself in behind..

This doesn't seem like a good option.


If you get to his base, and he has 5 SCV's, he is not going standard. Even building cannons will not negate a 5-6 worker advantage that early in the game.
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