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T vs proxy forge/gate/cannon/zealot - Page 2

Forum Index > StarCraft 2 Strategy
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katzenkoenig
Profile Joined March 2010
Germany32 Posts
April 25 2010 23:56 GMT
#21
I don't know, pulling 8-10 scvs to kill a 100mineral pylon or a 150 mineral gateway never seemed particularly efficient to me- you're crippling yourself a lot, and with chrono boost, there's a good chance he'll get a zealot out before the first gateway is destroyed either way. Sending 1-2 marines to his base or building bunkers in your mineral line might be a better option.
Jugan
Profile Blog Joined July 2009
United States1566 Posts
April 26 2010 00:12 GMT
#22
On April 26 2010 04:45 imBLIND wrote:

if you scout him making the pylon, kill the probe (i.e try not to let him build a gateway)
if you scout him making the gateway, kill the gateway.
never atk pylons because they can be rebuilt. gateways building zlots can't rly be rebuilt. same goes for cannons
drag all scvs and atk gateways and use scv/marine to surround the zlot.


You can't kill his probe with any amount of SCV's lol.
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 26 2010 00:18 GMT
#23
On April 26 2010 08:41 avilo wrote:
Show nested quote +
On April 26 2010 05:40 Floophead_III wrote:
My thinking is that you should throw up a bunker in range of everything asap, and then make sure you get marines into it. Pull scvs to repair that sucker and try to get another production structure up, maybe even proxied in the middle of the map. If you can get a hellion or reaper into their minline you can shut down their economy as well and make sure they have no followup.

Unfortunately I haven't experienced this cheese yet, but I'm going to go do some testing on it asap since you are hardly the first person I've seen complain about it.

Edit:

Ok watched rep. You do several horribly incorrect things:

You had scvs running around too much, I think at a point I saw 2 chasing the probe which wasn't even trying to attack your rax building scv.

You didn't pull scvs to attack the pylon until the gate was DONE. Kill it as soon as the gate is started. You don't need a lot of money, just enough for marines.

Your bunker placement wasn't that bad actually. I think you just need to pull scvs much much faster and you'll be fine.


I do not think you can kill the gateway before it finishes and chronoboosts a zealot out
edit: I will try that though just to check next time.


Don't go for the gateway. Go for pylons. This will both supply block him if he manages to ever get a pylon up, as well as keep him from making cannons or using his gateway. It doesn't matter if it hurts your eco because you're keeping him from doing anything while you get more and more tech out.
Half man, half bear, half pig.
ghen
Profile Blog Joined March 2010
United States1356 Posts
April 26 2010 00:22 GMT
#24
As soon as you see the pylon in your face, do everything it takes to kill that probe. There's no reason he should be able to build anything else, you can kill the probe quick and then leave the pylon sit around for a while as your marine finishes.

A much better cheese for P is slowly cannoning in from outside of your visible range. If he already has a cannon inside your base you're hosed.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 26 2010 00:24 GMT
#25
On April 26 2010 09:22 ghen wrote:
As soon as you see the pylon in your face, do everything it takes to kill that probe. There's no reason he should be able to build anything else, you can kill the probe quick and then leave the pylon sit around for a while as your marine finishes.

A much better cheese for P is slowly cannoning in from outside of your visible range. If he already has a cannon inside your base you're hosed.


Wrong. You can't kill the probe don't try. Kill the pylon as it finishes and just go about your build. Once you've started your barracks you're free to pull as many scvs as you need to to keep him from finishing buildings.
Half man, half bear, half pig.
duckhunt
Profile Joined June 2009
Canada311 Posts
April 26 2010 00:30 GMT
#26
its really easy to stop, i tested this strat out with my friend and i could stop it every time after about 5 games.... what you have to do is send 6 scvs to attack the gateway, if you do this it will die before the zealot finishes, and 3 scvs go attack any cannon. As soon as your first marine finishes, send it after the probe, dont let the probe get close to the buildings and warp more crap in. The hardest thing about this build is if he builds against the edge of the map, like on steppes of war, then 6 scvs wont be able to attack the building if he builds properly, in this case you just need to make a bunker and 2 rax pump marines and just make sure you do not lose scvs stupidly vs the zealot, and make sure you attack the cannons with scvs RIGHT AWAY when he starts building them... this rush really cannot win once you know how to defend it properly, if you really want to learn how to stop it, you should play some games vs a protoss friend until you can stop it every time
Pekkz
Profile Joined June 2009
Norway1505 Posts
Last Edited: 2010-04-26 00:39:19
April 26 2010 00:36 GMT
#27
I've done this to fairly decent terrans, and the ones who fend it off, pulls next too all scv to take down gateway before zealot gets out. From there you might lose max 2-3 scv on killing a cannon that is about to spawn as gateway goes down.

I wouldnt go for pylons as the probe will just keep warping in new ones.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 26 2010 00:40 GMT
#28
you now are forced to not go tech lab add-on,

And you can't even get an add-on if you want to, he can just park a probe next to your rax.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
awu25
Profile Joined April 2010
United States2003 Posts
April 26 2010 00:49 GMT
#29
if he parks a probe by your rax, wouldn't you go and attack to force it to move?
the-darkest-templar
Profile Joined February 2009
United States32 Posts
April 26 2010 00:55 GMT
#30
Someone just did this to me in Gold, and I had a fairly easy time microing a SCV around the probe to get in the path of whatever it was going to build. Combining this with taking 5-6 scvs off the line for gateway killing if he goes gateway first might work. I'm not entirely certain, as it requires some pretty stupid micro to chase a goddamn probe properly to keep it from warping shit in.

Probes do tend to take a split second before warp-ins, however.
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 26 2010 00:59 GMT
#31
floop, you can't go for the pylon, they rebuild them x2. The zealot will get out and you lose mining time.

That is why this tactic is such a headache!!!! You cannot go for the pylon, because the gate will finish, which then lets the zealot finish.

You cannot go for the gate (well, maybe you can?) because you lose so much mining time to kill a 150 building and they also have a forge+another gate going up.

and if you decide to not pull SCVS, well, then you have to bunker and it's going to get cannoned/zealoted, and you die, so you cannot do that either..
Sup
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 26 2010 01:01 GMT
#32
People are saying don't go for the pylon because they can warp more in. While that is true you must not forget that pylons are crucial in both powering their buildings and providing supply.

In the case of a cannon rush it's more beneficial to go after the cannons, as the Protoss won't need supply and because cannons fall faster to SCVs. However, in a gateway rush, going after a pylon is probably your best option. Not only are they easier to kill than gateways, they also provide power to the gateways and supply. Without adequate supply the Protoss cannot pump more zealots and will easily die.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 26 2010 01:04 GMT
#33
Well pylons are only 200/200 as opposed to 300/300 in BW. However, you may be correct in saying you should go for the gateway, but if you are going to go for the gateway you need to do it as soon as it starts warping in. Put 4 scv on it and that should do the trick.
Half man, half bear, half pig.
ExileStrife
Profile Joined February 2009
United States170 Posts
April 26 2010 01:13 GMT
#34
I tried this against about 5 terran players.

The first 4 pulled SCVs and tried attacking my pylons or gateway in various efforts. They all failed eventually.

The last one remained cool and pulled no SCVs. He made a barracks when he saw my pylon going up, and then calmly made a bunker. That kept him safe. It continued for a bit with me getting a few cannons, but he was also able to get up additional barracks and tech labs. I ultimately got a few cannons down in a critical spot that could hit his buildings, but he just lifted, sat down at his expansion, and won the game. I couldn't do anything with the cannons I made. He could have also just sent a unit or two to my base this entire time (something I was expecting) to make it worse.

The moral of the story is; don't overreact to the horror pylon by pulling SCVs. Just play normally and get a bunker and comfortably win.

It dragged on for a little bit because I was able to get a forge and cannon going, but I knew I
Feefee
Profile Joined November 2009
Canada556 Posts
April 26 2010 01:16 GMT
#35
On April 26 2010 10:04 Floophead_III wrote:
Well pylons are only 200/200 as opposed to 300/300 in BW. However, you may be correct in saying you should go for the gateway, but if you are going to go for the gateway you need to do it as soon as it starts warping in. Put 4 scv on it and that should do the trick.


It is indeed right to go for the gateways and not the pylons. Protoss has more than enough minerals to put down as many pylons as he wants (I mean, he's building cannons AND zealots, he can skip a cannon and make another pylon easy), and you'll never supply block a toss who's cutting probes anyways.
As for how to kill the gateway, I forget the exact number but you should have it attacked by roughly 3 scv's while it's warping in and 5 once it's finished. If you attack with 5 right away the protoss can cancel his gateway and you're behind on mining time too much. Cannons die to 3-4 scv's as well.

I usually leave one scv following the probe around so the toss has to spend his APM keeping it alive. Proxy gate/cannon like that is hard to hold off because it requires you to click fast make crucial decisions while doing so, while the toss is taking it easy. Anything you do that forces toss to use his APM is good. If you have enough minerals to afford a bunker (preferably near his gateway) then great!

Just keep in mind that while you do lose mining time, the protoss will lose a probe 2 pylons a forge a cannon a zealot and a gateway (or at least he'll lose alot). And he'll be stuck with rebuilding his tech too. Just worry about surviving the proxy, you won't be as far behind as you think.
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 26 2010 01:18 GMT
#36
Honestly, the best advice anyone can give is to simply just not panic, build a well-positioned bunker and you'll be fine.

If I see a Terran panic and sends an ungodly number of SCVs to kill my pylon I'll just cancel at the last moment possible and I'll usually still have time to go 10 pylon 10/11 gate so I really won't be that behind due to all the mining time the Terran lost by pulling so many SCVs.
Feefee
Profile Joined November 2009
Canada556 Posts
April 26 2010 01:23 GMT
#37
On April 26 2010 10:13 ExileStrife wrote:
I tried this against about 5 terran players.

The first 4 pulled SCVs and tried attacking my pylons or gateway in various efforts. They all failed eventually.

The last one remained cool and pulled no SCVs. He made a barracks when he saw my pylon going up, and then calmly made a bunker. That kept him safe. It continued for a bit with me getting a few cannons, but he was also able to get up additional barracks and tech labs. I ultimately got a few cannons down in a critical spot that could hit his buildings, but he just lifted, sat down at his expansion, and won the game. I couldn't do anything with the cannons I made. He could have also just sent a unit or two to my base this entire time (something I was expecting) to make it worse.

The moral of the story is; don't overreact to the horror pylon by pulling SCVs. Just play normally and get a bunker and comfortably win.

It dragged on for a little bit because I was able to get a forge and cannon going, but I knew I


By "this" do you mean a proxy 13 gate or a proxy 10 gate? I think I agree you can defend solely with a bunker against a 13 gate since your rax should be completed slightly before the gateway, but I don't see how you'll get a 12 rax up in time to be able to complete a bunker (which requires a barracks) before the first zealot pops. I suppose you could try to micro your marines/scv's until the bunker completes but you'll still just be fighting 1 rax vs 1 gateway, while you're pulling scv's. Usually that ends up costing me the game =(
Deleted User 55994
Profile Blog Joined December 2009
949 Posts
April 26 2010 01:45 GMT
#38
On April 26 2010 09:59 avilo wrote:
floop, you can't go for the pylon, they rebuild them x2. The zealot will get out and you lose mining time.

That is why this tactic is such a headache!!!! You cannot go for the pylon, because the gate will finish, which then lets the zealot finish.

You cannot go for the gate (well, maybe you can?) because you lose so much mining time to kill a 150 building and they also have a forge+another gate going up.

and if you decide to not pull SCVS, well, then you have to bunker and it's going to get cannoned/zealoted, and you die, so you cannot do that either..



You lose mining time to kill the gate, but then your marine is out which means the probe dies and the 2nd gateway dies faster. If he's spamming pylons, his 2nd gate will be heavily delayed, just as much as your tech is delayed from losing mining time.

I'd really like to see a high level replay where the terran attacks the gateway first. So far all i've seen is Nony doing it vs far worse players who attack the pylon.
fafalecureuil
Profile Joined January 2010
France69 Posts
Last Edited: 2010-04-26 02:05:23
April 26 2010 02:03 GMT
#39
On April 26 2010 04:35 avilo wrote:
Ok, here is the replay, I am sure other players are wondering wtf to do too
http://www.sc2rc.com/index.php/replay/show/2340


When a probe early comes into your base, chase it with one SCV.
When you see the proxy pylon, stop SCV production and make a barrack (and reproduce SCVs).
Before the 1st chrono-zealot spawn: You have enough time to make a bunker and repulse or kill the drone with your first marine.
It's good to kill the pylon because you will kill the probe too.

On a smaller map, it would be more difficult.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 26 2010 02:10 GMT
#40
On April 26 2010 09:49 awu25 wrote:
if he parks a probe by your rax, wouldn't you go and attack to force it to move?

If you do that, your own units will be in the way, and if you then press the hotkey for building an addon, your own units will move away, but his probe can return.

Anyway, it's obviously not easy to block an addon perfectly (tho you could pylon it if you want), but it's an additional annoyance.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
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