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Seeking for help on P in-base proxy - Page 3

Forum Index > StarCraft 2 Strategy
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madjerry
Profile Joined April 2010
China60 Posts
May 28 2010 01:55 GMT
#41
On May 28 2010 06:02 bobcat wrote:
Show nested quote +
On May 27 2010 12:51 madjerry wrote:
sorry guys, but honestly I did not find the posts above very helpful to my particular situation as shown in the screenshot.

Scout:
Scouting is irrelevant to this situation. I knew what he was doing from the moment I saw him sneaking the probe in.

Kill probe:
I was not able to kill the probe (note this is diamond level, not brownze. it's just impossible kill that probe even with a marine).

Bunker with tanks?
The game ended before 7:00.

I would like to see my questions answered upfront.



Please understand that I am not trying to be mean when I take out the Ego Ice Pick.

1. All someone has to do to get into diamond league is win 5 matches against 5 random people.

2. Scouting is never EVER irrelevant. If you had scouted your base earlier, or kept an eye on your radar and caught the probe early, you could have prevented a cheese win.

3. Even in diamond league, the 11 plus SCV's on your line should be able to surround and kill a probe.

4. If you build a bunker when you see his pylon/gateway coming down, you can put a single marine inside of it and repair it with an scv. Then when the second marine comes out, you have two marines in a bunker and his zealots have to move away. At this point you can either.

A. Leave your marines in the bunker and kill his proxy. He shouldn't have soo many zealots at this point that he can crush your base. If he does, macro better.

B. Take your marines out and persue the zealots. Im not sure why you would do this unless you really hate having your mining interrupted.

You could also send an SCV to his base with a few marines and build a bunker at his mineral line or build one ad the edge of his base and bunker hop.

Either the toss send a probe into your base really early to get this proxy up, which means he has very little money, in which case you wont have many marines to stop it, but the bunker should help.

Or he pulled this off a bit later, which means he can build more zealots, but you should have more that enough marines to kill his probe and shut his proxy down.

Build times (provided by SC2 Armory)

Pylon 25 seconds and 100m
into
Gateway x2 65 seconds and 300m
into
Zealot x2 33 seconds(22 with boost) and 200m

Thats 112 seconds minimum before you see your first zealots not to mention at least 87 seconds where the pylon is naked and vulnerable to attack.

It takes you

60 seconds and 150m to make a rax which you should have already been building.
Simultaneously you can build a
Bunker in 30 secs with 100m
and a
Marine in 25 secs and put it in the bunker before the gateway has even finished if you catch them immediately and didnt have a rax yet, or if you started making a rax after they finished the pylon, you can still get your rine into the bunker before the zealots finish. at which point you kill the zeals if they stay and heal the bunker, and kill the pyon if the zeals run away.

Either way, being aware of a proxy inside of your base is probably the only thing you need to worry about as a terran.
So check that grass if you want to stay diamond, or you can go back to the "brownze league".


1. I was 1800+ before reset. And I achieved this within 60 placement matches. (so, 5 placement match NO. Random players Yes.) So when I said diamond, I meant it. But this does not negate the fact an in-base proxy P is still my headache. That's why I came asking for help.

2. I said I knew what he was doing from the moment I saw his probe. (because of the weird timing) That was even before he put down the first gate. That's why your scouting theory was irrelevant to my specific situation. What more do you expect me to do? Did you ever check out the OP?

3. It's impossible to surround a probe with whatever number of scvs with a good toss player. Anyone disagree? I think you are just trying to be sarcastic as I mentioned I am in diamond league.

4. I believe you haven't tried this with a real good toss player. Giving up the mineral line is the most useless counter. It takes forever to shut down the two gates by only making one-rax marines. During this time, your economy will stop completely and he can just make everything again and tech up. He may also opt for cannons while keeping his zealots twice as your marine count.

I need solid suggestions. Not just imagination and theories that have not been tested. Sorry if you find this offending. But since there are people who are allegedly able to fend it off easily, I really want to know what different choices they would make.
Go game!
Bibdy
Profile Joined March 2010
United States3481 Posts
May 28 2010 02:00 GMT
#42
You'll only get to kill the Probe if the Protoss foolishly runs through your mineral line, or you get an offensive unit out. Don't let anyone convince you otherwise. It might happen in 1 or 2 out of 10 games and sometimes you just won't surround it in time before it scurries away. Do NOT rely on killing the Probe.

I would think a 9-Rax Reaper would shut this down hardcore. He's only going to be able to kill the Reaper if he gets a Stalker out (or multiple Sentries - cause they die sooooo fast to Reapers). Its why I stopped doing any proxy cheese on Terrans. If they go for a Reaper first, you're utterly boned and many Terrans do that nowadays, prompting a 10-Gate, 14-Core, Stalker response.
Powda
Profile Joined February 2010
United States116 Posts
May 28 2010 02:03 GMT
#43
If the protoss 7 proxies, then you are far ahead money wise. Day 9 teaches in one of his recent videos that too many people freak out when being harassed early game, and forget to realize they are so far ahead economy wise. When you see a protoss do this, immediately begin building a bunker by your cc and start a second barax and upgrade your CC. Turtle up while you gain a huge economic advantage until finally you can push out into it.

I understand his first Zealot comes out around the same time as your marine because of chrono, but a marine is all your need to fight off that zealot while your 2nd barax finishes and you continue to pump marines into your bunker.

The best advice you can get is to not panic or alter your build. Adjust your build slightly but don't change what you normally do against a protoss player who 2 gates in his own base.

BTW, The ultimate way to make sure this never ever ever ever happens to you again is to always always 9 rax reaper. Reapers rape endless amounts of zealots and completely negate any kind of proxy rush against terran.
1a2a3a4a
madjerry
Profile Joined April 2010
China60 Posts
May 28 2010 02:04 GMT
#44
On May 28 2010 06:15 Diokhan wrote:
You are supposed to go after the pylon(s) not the gate/cannons. You'll have barracks up way before protoss has forge (which is needed for cannons) so pumping marines out fast takes care of any cannon issues if you are smart.
Cannon rushes are so common that I always "sacrafice" 1 worker by having it follow the probe the moment it enters the base. As you'll be walling your ramp when that happens you'll know whenever it enters.

So to sum up:
-start by walling the ramp.
-send a worker after the probe when it enters your base so you know instantly if something is built. Pay attention though because some of the cheesiest protosses send one of their starting probes into your base to make them harder to spot.
-if that probe sets up a pylon you pull few (about 3-4 seems to be fine imo) probes from your mineral line to wreck it while getting your marines out. Always gun at the pylons, if he gets 2 pylons up and starts building a cannon/gate around the time you finish the first pylon don't make the mistake of switching target from the second pylon to that gate or cannon.
-You stop the probe production for marines until the base is clean
-Profit!

most losses against cannon and proxy gate rushes are because of bad scouting and/or panicing. I have won surprisingly many games simply by hiding my scouting probe into the terran base without even planning to cheese them at first. Basically If the probe lives unscouted in the corner of the base until I get warpgates up its only fair to put a pylon up and warp some army in to steal the win, the lazy terran deserves it. =P


Kittos paljon for your suggestions. I do scout hidden places on every 2P map early. (around the same time I start my first depot). But from many terran players' experiences, going after pylons are not as effective as gateways, as you won't be able to deny a zealot coming out anyway, you can only delay them a bit. Wallin cannot stop an probe sent into your base early enough.
Go game!
Powda
Profile Joined February 2010
United States116 Posts
May 28 2010 02:04 GMT
#45
Reapers reapers reapers.

I wrote that whole paragraph then at the end remembered this was sc2 and i was answering a question for broodwar.

9 rax reaper is faster than 2 gate proxy, you will not only fend it off, but can send a reaper to his mineral line to completely cut off minerals funding those zealots.
1a2a3a4a
Uranium
Profile Blog Joined May 2010
United States1077 Posts
Last Edited: 2010-05-28 02:25:52
May 28 2010 02:18 GMT
#46
Well I am a toss player and I use this strategy almost every time on Steppes of War, Blistering Sands, and Scrap Station. I have only lost to a Terran player who let me get the gates completed twice recently.

Once was when he went 9 rax reaper. I think a later reaper would work too. Just attack the Zealots with some SCVs and marines to keep them busy but make sure to keep mining gas to make reapers. 1 reaper properly microed should be enough to kill their Zealots and hold them off till you can get 2 reapers at which point you win.

The other guy simcitied and built a bunker that could simultaneously protect his mineral line, CC, and barracks. He made only marines. Note - I would have won this game if I was able to attack the SCV building the bunker; however, the SCV was unreachable during the crucial 5 seconds before his SCVs surrounded my Zealot, pinning him against the bunker. Thus this counter is somewhat luck-based; if they are able to prevent the building of the bunker you will probably lose.

If you don't make a bunker or conc shell marauder or reaper you will lose. Marines are too slow to effectively kite Zealots and they kill Zealots too slowly to prevent them from just taking out all of your SCVs at this stage of the game. Even if you never lose a Marine and keep taking out the Zealots you will find out pretty quickly that you don't have any SCVs left...

Also you will never see my probe enter your base unless you go 9 rax or 9 supply. Even then it's kind of iffy - you probably won't see it on Steppes of War but probably will on Scrap Station (my build is 9 pylon 10 gate 11 gate).
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
madjerry
Profile Joined April 2010
China60 Posts
Last Edited: 2010-05-28 03:07:33
May 28 2010 03:06 GMT
#47
On May 28 2010 11:18 Uranium wrote:
Well I am a toss player and I use this strategy almost every time on Steppes of War, Blistering Sands, and Scrap Station. I have only lost to a Terran player who let me get the gates completed twice recently.

Once was when he went 9 rax reaper. I think a later reaper would work too. Just attack the Zealots with some SCVs and marines to keep them busy but make sure to keep mining gas to make reapers. 1 reaper properly microed should be enough to kill their Zealots and hold them off till you can get 2 reapers at which point you win.

The other guy simcitied and built a bunker that could simultaneously protect his mineral line, CC, and barracks. He made only marines. Note - I would have won this game if I was able to attack the SCV building the bunker; however, the SCV was unreachable during the crucial 5 seconds before his SCVs surrounded my Zealot, pinning him against the bunker. Thus this counter is somewhat luck-based; if they are able to prevent the building of the bunker you will probably lose.

If you don't make a bunker or conc shell marauder or reaper you will lose. Marines are too slow to effectively kite Zealots and they kill Zealots too slowly to prevent them from just taking out all of your SCVs at this stage of the game. Even if you never lose a Marine and keep taking out the Zealots you will find out pretty quickly that you don't have any SCVs left...

Also you will never see my probe enter your base unless you go 9 rax or 9 supply. Even then it's kind of iffy - you probably won't see it on Steppes of War but probably will on Scrap Station (my build is 9 pylon 10 gate 11 gate).


so, as a toss player with a high winning rate using this proxy build, you are suggesting reaper as a effective counter? Do you think killing off the gate is equally effective? What terran reaction do you not want to see most? Thank you for your insight from toss perspective.
Go game!
Blex
Profile Joined May 2010
6 Posts
May 28 2010 03:50 GMT
#48
I did this vs a few terrans and the only one who's beat got a bunker and a second rax as soon as he saw it. I think cannons would beat that though.

9 reaper should just own it unless he gets stalkers out really fast, but if you go late reaper you'll probably lose the tech lab, since a lot of toss plays go for your supply depo first.
Jira
Profile Joined May 2010
Germany27 Posts
May 28 2010 06:57 GMT
#49
On May 28 2010 12:06 madjerry wrote:
Show nested quote +
On May 28 2010 11:18 Uranium wrote:
Well I am a toss player and I use this strategy almost every time on Steppes of War, Blistering Sands, and Scrap Station. I have only lost to a Terran player who let me get the gates completed twice recently.

Once was when he went 9 rax reaper. I think a later reaper would work too. Just attack the Zealots with some SCVs and marines to keep them busy but make sure to keep mining gas to make reapers. 1 reaper properly microed should be enough to kill their Zealots and hold them off till you can get 2 reapers at which point you win.

The other guy simcitied and built a bunker that could simultaneously protect his mineral line, CC, and barracks. He made only marines. Note - I would have won this game if I was able to attack the SCV building the bunker; however, the SCV was unreachable during the crucial 5 seconds before his SCVs surrounded my Zealot, pinning him against the bunker. Thus this counter is somewhat luck-based; if they are able to prevent the building of the bunker you will probably lose.

If you don't make a bunker or conc shell marauder or reaper you will lose. Marines are too slow to effectively kite Zealots and they kill Zealots too slowly to prevent them from just taking out all of your SCVs at this stage of the game. Even if you never lose a Marine and keep taking out the Zealots you will find out pretty quickly that you don't have any SCVs left...

Also you will never see my probe enter your base unless you go 9 rax or 9 supply. Even then it's kind of iffy - you probably won't see it on Steppes of War but probably will on Scrap Station (my build is 9 pylon 10 gate 11 gate).


so, as a toss player with a high winning rate using this proxy build, you are suggesting reaper as a effective counter? Do you think killing off the gate is equally effective? What terran reaction do you not want to see most? Thank you for your insight from toss perspective.


Another toss player here, low plat/high gold pre patch, still hope I can provide some help. :p

The most annoying reaction (besides the obvious early reapers, of course) on proxy pylons/gates for me usually also is a really tight base build + a bunker covering most of it. If I can't get some of his SCVs or kill his marines/destroy his bunker without losing to many zealots I'm trying to get some cannons up by here, but if that also fails the terran usually wins as he'll get reapers fast enough.

I've also lost two or three games to terrans pulling SCVs and destroying the gates/pylons, but most people seriously pull too many SCVs or I start spamming 2-3 pylons at once - most terrans stop trying to destroy them by here. I guess focusing the warpgate with 5~ SCVs works out better, but not many people are doing that. You're losing some mining time, but you totally screw the toss' timing/rush ability. Even if he starts another Warpgate or two, you still delay his first zealot massively.


Tadzio
Profile Blog Joined October 2006
3340 Posts
May 28 2010 07:30 GMT
#50
If you want to try and kill the gateways: it takes 6 workers to kill a half-built gateway before a chronoboosted zealot completes. It takes 14 workers to kill a fully-built gateway before a chronoboosted zealot completes. I'm not sure it'd be worth it, but it's something you could check.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 28 2010 08:04 GMT
#51
On May 28 2010 06:02 bobcat wrote:
Show nested quote +
On May 27 2010 12:51 madjerry wrote:
sorry guys, but honestly I did not find the posts above very helpful to my particular situation as shown in the screenshot.

Scout:
Scouting is irrelevant to this situation. I knew what he was doing from the moment I saw him sneaking the probe in.

Kill probe:
I was not able to kill the probe (note this is diamond level, not brownze. it's just impossible kill that probe even with a marine).

Bunker with tanks?
The game ended before 7:00.

I would like to see my questions answered upfront.



Please understand that I am not trying to be mean when I take out the Ego Ice Pick.

1. All someone has to do to get into diamond league is win 5 matches against 5 random people.

2. Scouting is never EVER irrelevant. If you had scouted your base earlier, or kept an eye on your radar and caught the probe early, you could have prevented a cheese win.

3. Even in diamond league, the 11 plus SCV's on your line should be able to surround and kill a probe.

4. If you build a bunker when you see his pylon/gateway coming down, you can put a single marine inside of it and repair it with an scv. Then when the second marine comes out, you have two marines in a bunker and his zealots have to move away. At this point you can either.

A. Leave your marines in the bunker and kill his proxy. He shouldn't have soo many zealots at this point that he can crush your base. If he does, macro better.

B. Take your marines out and persue the zealots. Im not sure why you would do this unless you really hate having your mining interrupted.

You could also send an SCV to his base with a few marines and build a bunker at his mineral line or build one ad the edge of his base and bunker hop.

Either the toss send a probe into your base really early to get this proxy up, which means he has very little money, in which case you wont have many marines to stop it, but the bunker should help.

Or he pulled this off a bit later, which means he can build more zealots, but you should have more that enough marines to kill his probe and shut his proxy down.

Build times (provided by SC2 Armory)

Pylon 25 seconds and 100m
into
Gateway x2 65 seconds and 300m
into
Zealot x2 33 seconds(22 with boost) and 200m

Thats 112 seconds minimum before you see your first zealots not to mention at least 87 seconds where the pylon is naked and vulnerable to attack.

It takes you

60 seconds and 150m to make a rax which you should have already been building.
Simultaneously you can build a
Bunker in 30 secs with 100m
and a
Marine in 25 secs and put it in the bunker before the gateway has even finished if you catch them immediately and didnt have a rax yet, or if you started making a rax after they finished the pylon, you can still get your rine into the bunker before the zealots finish. at which point you kill the zeals if they stay and heal the bunker, and kill the pyon if the zeals run away.

Either way, being aware of a proxy inside of your base is probably the only thing you need to worry about as a terran.
So check that grass if you want to stay diamond, or you can go back to the "brownze league".

Sorry but:
3 - You can never kill a probe with SCVs, ever Anytime it gets trapped, you can just click a mineral patch and you are safe.

4 - If you build a bunker next to the gateways, you will die because the zealots will just walk past it and kill all your scvs in your mineral line.

I don't wall TvP, and this is partly why - it just means I lose my supply depot and will have to float my rax home (which means I can't make an addon).
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
threehundred
Profile Joined July 2009
Canada911 Posts
May 28 2010 10:20 GMT
#52
try this

1. don't wall-in put your rax next to your command center
2. build a bunker next to your command
3. build a 2nd rax right away take stuff off gas (unless you are going for a reaper which is good)
KimTaeyeon MEDIC MU fighting! ^^;;
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