On August 11 2010 16:20 Skee wrote:
Pfft, all-ins are dumb.
Pfft, all-ins are dumb.
Agreed.
You'll learn nothing by playing like that
Forum Index > StarCraft 2 Strategy |
Teton
France1656 Posts
On August 11 2010 16:20 Skee wrote: Pfft, all-ins are dumb. Agreed. You'll learn nothing by playing like that | ||
Arby3k
Canada90 Posts
On August 11 2010 17:23 Khrane wrote: ![]() Just played this game immediately after reading this thread. + Show Spoiler + Normally against Terran, I build near my nexus, but he was random, so I had to build at my choke. I saw there was no buildings in his main, so I sent my probe immediately to the top xel'naga, because that typically sees right there-- where the proxy normally is. With the bunker, you just need to spot it quickly and get the surround with probes-- it's more difficult if he waits for the reaper to get there, but you CANNOT let the bunker get up. A fast zealot is a must just to keep the reaper occupied for a while. Use 4-6 probes and a zealot in different groups to keep the reaper running away as often as possible. Once your first stalker is up, any reapers are cake to deal with. Always keep pumping stalkers-- a stalker just barely loses to a marauder, but wrecks reapers, so you can use a probe or two to turn the tide if the need arises, but you shouldn't have issues with only stalkers as long as the bunker didn't go up Totally checking this out in the morning. Thanks for actually having physical proof, instead of just blurting out counters ![]() | ||
purerythem
United States245 Posts
the problem i saw was when your scout reached the T base, you just sent him around in circles at the base like he was going to throw down a rax right in front of you. When I scout T and I see nothing, I immediately send a probe off the min lines and begin checking proxy locations. You saw gas so you had to assume reapor. Your best bet to check was that back cliff area, but you did nothing to scout after you saw it was a proxy. | ||
purerythem
United States245 Posts
On August 11 2010 17:32 Arby3k wrote: Show nested quote + On August 11 2010 17:23 Khrane wrote: ![]() Just played this game immediately after reading this thread. + Show Spoiler + Normally against Terran, I build near my nexus, but he was random, so I had to build at my choke. I saw there was no buildings in his main, so I sent my probe immediately to the top xel'naga, because that typically sees right there-- where the proxy normally is. With the bunker, you just need to spot it quickly and get the surround with probes-- it's more difficult if he waits for the reaper to get there, but you CANNOT let the bunker get up. A fast zealot is a must just to keep the reaper occupied for a while. Use 4-6 probes and a zealot in different groups to keep the reaper running away as often as possible. Once your first stalker is up, any reapers are cake to deal with. Always keep pumping stalkers-- a stalker just barely loses to a marauder, but wrecks reapers, so you can use a probe or two to turn the tide if the need arises, but you shouldn't have issues with only stalkers as long as the bunker didn't go up Totally checking this out in the morning. Thanks for actually having physical proof, instead of just blurting out counters ![]() i wonder how this would have turned out if he hadn't placed his rax in the xel'naga range. great defense though | ||
Khrane
United States127 Posts
On August 11 2010 17:46 purerythem wrote: Show nested quote + On August 11 2010 17:32 Arby3k wrote: On August 11 2010 17:23 Khrane wrote: ![]() Just played this game immediately after reading this thread. + Show Spoiler + Normally against Terran, I build near my nexus, but he was random, so I had to build at my choke. I saw there was no buildings in his main, so I sent my probe immediately to the top xel'naga, because that typically sees right there-- where the proxy normally is. With the bunker, you just need to spot it quickly and get the surround with probes-- it's more difficult if he waits for the reaper to get there, but you CANNOT let the bunker get up. A fast zealot is a must just to keep the reaper occupied for a while. Use 4-6 probes and a zealot in different groups to keep the reaper running away as often as possible. Once your first stalker is up, any reapers are cake to deal with. Always keep pumping stalkers-- a stalker just barely loses to a marauder, but wrecks reapers, so you can use a probe or two to turn the tide if the need arises, but you shouldn't have issues with only stalkers as long as the bunker didn't go up Totally checking this out in the morning. Thanks for actually having physical proof, instead of just blurting out counters ![]() i wonder how this would have turned out if he hadn't placed his rax in the xel'naga range. great defense though The only difference would've been that I wouldn't know WHERE it was. I knew right when I saw 3 in gas at his main and nothing else, it HAD to be proxy barracks, so I prepared for it. So it would've looked the same except that when I pushed out, I would've had to look for it. | ||
HeyitsClay
Canada336 Posts
a key thing to remember is u can lose probes by chasing his reaper to by time right? he cut scvs to do the build so u can afford to lose some to live and then be alive and on even ground to earn your victory http://www.sc2replayed.com/replays/52982-1v1-terran-protoss-blistering-sands | ||
Gnial
Canada907 Posts
As luck would have it, someone tried this build against me that game. ("Good old rock, nothing beats that!" -Bart) http://www.mediafire.com/?9a8kb89ze0af1le Now, I could have definitely played more defensively with my stalkers, and I would have been able to hold off the marauders quite easily by pulling a couple probes off the line. So the counter build you are looking for is a 10-gate stalker opening. Also, btw, you can use more than 3 probes to attack the reaper? PS...this replay has an epic finish. | ||
EnvoYofAiuR
Netherlands71 Posts
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HEhatesusall
Greece76 Posts
The 2 stalkers arrive just as fast as a normal 12-gate stalker and ofc 2 stalkers can kill anything that is being thrown at you. I think the key is just to not loose too many probes(you will have 15,he will have 9,so you can loose like 5-6-7 probes and still be on a lead cause you will have 2 stalkers out). Im willing to test my theory,if sb wants to have a testing session PM me | ||
EnvoYofAiuR
Netherlands71 Posts
On August 11 2010 17:57 HEhatesusall wrote: Just theorycrafting here,but wouldnt a 2 stalker opening easily beat this all-in?(12 gate,14 gas, 15 gate 15 cyber 16 pylon, you cant affort 2 gates AND an core at 15 t_T | ||
Gnial
Canada907 Posts
On August 11 2010 17:58 EnvoYofAiuR wrote: Show nested quote + On August 11 2010 17:57 HEhatesusall wrote: Just theorycrafting here,but wouldnt a 2 stalker opening easily beat this all-in?(12 gate,14 gas, 15 gate 15 cyber 16 pylon, you cant affort 2 gates AND an core at 15 t_T You halt probe production at 15. As timing would have it, if you scout after the 12-gate, you end up with 250 minerals and 100 gas exactly as the cyber core and 2nd gateway finish at the same time. | ||
EnvoYofAiuR
Netherlands71 Posts
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iNcontroL
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USA29055 Posts
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Gnial
Canada907 Posts
On August 11 2010 18:03 EnvoYofAiuR wrote: still i dont see the benefit of 2 gates, 1 is more than enough, you can use an early gate and chronoboost your first zealot and chrono boost your next 2 stalkers, its kind of the same with better economy. Its the same if you plan on being passive with those first 2 stalkers. Here, I'll just link you to this (http://www.teamliquid.net/forum/viewmessage.php?topic_id=140629), there are a bunch of replays you can watch (although I do delay the stalkers a bit in most of them for a better economy, there are a whole bunch of timing advantages you can have getting 2 stalkers out at the same time instead of just 1 at a time) | ||
Scarecrow
Korea (South)9172 Posts
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ChickenLips
2912 Posts
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Mios
United States686 Posts
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tarsier
United Kingdom223 Posts
i cheese with 9rax proxy reaper and against protoss by the time i get into their base they don't even have a chronoboost zealot out yet. your bunker is almost completed by the time the chrono zealot comes out, by which time it's too late. i always go 9rax in random 2v2 because you can so easily defend against every type of early rush with just a single reaper and a couple of marauders. | ||
Zuran
Finland12 Posts
On August 11 2010 16:45 Arby3k wrote: Show nested quote + On August 11 2010 16:41 iEchoic wrote: Drop a pylon where tech lab goes, keep probe under rax when he lifts = win. Remember that marauders are horrible against probes = win. There's nothing wrong with the build, it's not tough to beat, it's just a classic cheese. You can ask for help without suggesting it's broken, we won't bite. Haha, I'm not saying its broken. I'm saying its ruthless, unless you play 100% as protoss. Also, if you watch the game we put up, you'll see that the rax has its tech lab going up well before my scouting probe even has a chance to be anywhere near the hidden rax. No it's not, there isn't even refinery completed when your scout probe passes the barracks. EDIT: For the map, you always must check behind the rocks, most common place for proxy. And if they hide it somewhere else, it makes the route to your base longer giving you time to get proper defense. | ||
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