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Proxygate is pretty much GG if you don't scout it until the first few zealots are out. Just make sure you always check likely places for a proxy.
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is this where he builds 2 gates and gets a forge and starts cannoning? (i don't want to watch the replay)
on 2player maps try to plan your building placements for bunkers and cannon angles
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I was kind of side tracked irl this game and didn't even see the probe walk past my wall either. /wrist
Oh well. That... Really sucked though.
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Check out the single player "rush defense" challenge to practice against this. The key is good sim-city and building bunkers
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Can you post somewhere that dosen't need registration?
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@Moja, I got gold on Rush Defense on my first try. :S
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Sorry if I'm hijacking, but I think it's strange, I've heard such conflicting advice on how to deal with proxy gateways and I can't work out what works best. I'm gonna list some possible reactions to it and it would be awesome to know what people think is the best thing to do because I have the same problems as the OP:
. defensive bunkers with marines . offensive bunker with marines to kill the pylon/gateway . pull probes to kill pylon . pull probes to kill gateway . rush to reapers if you play T and kite zealots or base race
I'll be honest, I have problems with proxy gateways even when I immediately scout it. I've tried all of these tactics with pretty much equal success. Is there a strategy that's proven to be the best?
...as for advise, it would seem to me that if you're going to make bunkers and use them defensively, you want to them to cover your workers. I think you could have survived it perhaps if you had done this.
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Here's proxy 2 gate replay:
![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-140190.jpg)
Even IF I had scouted the pylon earlier, I would not have gotten a marine out any faster because of chronoboost, so defending this successfully is not a matter of earlier scouting in my opinion.
In future cases against Protoss, I'm going to wall off with a second depot (or bunker if I've seen the pylon) before the Barracks finishes. Then, more importantly, I'll pull SCVs off the line to repair. Unless you repair, you're still screwed. With marines behind the wall and SCVs repairing, you should be able to hold off a large amount of zealots. Hopefully long enough for you to get a factory and hellions.
Those are my thoughts anyway.
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Depends on the rush distance of the map, but 9/10 times your SCV building the depot/barracks at your ramp will spot the probe coming into your base. At that point, toss down a rax immediately if you haven't yet, pull 4 SCVs to kill the Pylon, build a Bunker as soon as the rax finishes (right next to your CC) and pump marines into it. If you can get a tech lab down for reapers or Marauders, it's over.
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On August 18 2010 23:52 deth2munkies wrote: Depends on the rush distance of the map, but 9/10 times your SCV building the depot/barracks at your ramp will spot the probe coming into your base. At that point, toss down a rax immediately if you haven't yet, pull 4 SCVs to kill the Pylon, build a Bunker as soon as the rax finishes (right next to your CC) and pump marines into it. If you can get a tech lab down for reapers or Marauders, it's over.
This except dont attack the pylon since he can just build more of them. If anything you should attack the gateway.
I preffer to get 2 marines in a bunker and then go tech lab for reapers.
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I'm a 500 daimond and I have not been double gateway proxy'd more than in the last 2 days. I'm pretty sure I've counted like.. 5 times in the last 2 days. I consider my scout pretty early. My standard is just: 10 supply 12 rax 13 gas. you know the rest, but I scout when my supply is 50%. I usually notice a probe walk in my base.. but not scout, just run to the corner. At that point in time, im just praying he isnt about to cheese me. But obviously he does. I quickly run an scv over and see the pylon outside the cliff and 2 gateways being warped in. I instantly pull 6/7 scvs to kill the initial pylon and build a bunker between my cc and the gateways. Try and get the bunker in range of the gateways. If you can.. float or build a rax directly next to the bunker. So you can insta rally the rines inside. make sure you kill that little shit of a probe. HES YOUR WORST ENEMY. I went into freak out mode once and forgot about it.. and he just warped in 3 pylons ... sad
Anyways.. defending this is pretty tough.. it requires you to constantly deploy the bunker and micro your rines efficiently. you need to kill the zealots asap. if he builds up too many that bunker will go down and gg.
Another case is that he'll also build cannons. so if youre going to get some production buildings.. make them away from the proxy. I can only defend this maybe.. 30-50% of the time. So I would like to hear how others defend this as well.
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I scout my base on 10 and if I see proxy i put 2nd rax down too and a bunker infront.
That said, the toss just gets zealots and kamikaze in my mineral line. Marines needs way too many shots to kill them before another comes. They just send on workers all the time. If I micro away I get no mineral income, if I dont they die.
EDIT: is it really worth to pull of SCVs to pill pylon? he'll just build like 2 new the second he sees your killing it...
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On August 19 2010 00:06 KaiserJohan wrote: EDIT: is it really worth to pull of SCVs to pill pylon? he'll just build like 2 new the second he sees your killing it...
only if you manage to trap his probe and kill it early on, otherwise killing off one of the gates is a much better option
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TLDR: Safest BO is probably 8-10 rax reaper rush followed up by marauders to roll over the inevitable stalker army which will be countering your reaper(s). Dont make more than 2-3 reapers though unless hes trying to counter your reapers with zlots like a moron.
Yeah, i haven't had any success against this all in/cheese either with my conventional BOs. I have lost 1 game so far (in about 10 games) since I started playing SC2 again after the beta and this was it. I was in the top ~20 of my diamond division when i was playing before.
Basically the only real option i see to beating this is to 8-10 rax reaper rush every TvP on 1v1 maps. You dont even get your first marine by the time they have 2 zlots and if you pull scvs to attack the pylon/gateway then your econ completely dies and you might not even kill it before he gets 2 zlots up and starts shredding scvs left and right. Most good toss will send up a probe really early if they plan on cheesing so even if you watch your entrance where you put up your 1st depot you aren't necessarily going to see the probe come in.
In my match where i got proxied I built a bunker and had SCVs repairing it next to my CC and used 4-5 scvs to act as meat shields while i kited the zlots with my marines but eventually they just massed up and killed the bunker and it was gg. I couldnt even get my scvs in to repair the bunker because it was surrounded. Even worse, he built the proxied buildings behind the brush near your back door's destructible rocks so i couldnt even shoot his buildings without actually standing next to them and getting mauled by zlots.
So yeah, in conclusion I will be be doing a 8-10 rax reaper rush followed up by marauders vs all my toss opponents on 1v1 maps. No matter what it will kill a couple of scvs and force them to respond giving you the opportunity to run over their stalkers with marauders for the gg or at least lead to a safer transition into standard play.
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imo this BO for toss is pretty imba being that for the toss to execute this properly all they have to do is A-move zlots while the terran has to completely change their BO and micro like mad while keeping up with production. Blizz just wont "fix" it because at higher elo's where pros and shit have 200+ apm they can just out micro all the zlots and its not an issue.
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guess what it's not just hard for terran to deal with, it's hard as shit for protoss to deal with too
i think the reason that cheese is so strong in sc2 is the whole "6 starting workers" thing
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I held off exactly this rush today with 2 bunkers covering my scvs and microing in and out of them. I'm sure someone with more than 60 average apm could have trounced it with just one bunker. As soon as I could I got some marauders with slow and knocked the gates over.
One other thing that helped me was using Nada's depot placement, right in front of the gas where it can be raised to create a really tight choke.
Edit: I thought today was the 25th :/
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Cancel your orbital command and get a 2th rax, if you scout early cancel the gas aswell. Then place a bunker in the way to the gates that semi protects your mineral line aswell and start microing 2 rax marine vs 2 gate zealot with the bunker to micro to. Dont start killing pylons as its a waste of time probe remakes new ones and you wont kill them all before the zealot comes out or you marine kills the probe. The protoss cant kill any marines so he will suicide on the scv, make sure you micro these properly by pulling them to the bunker while your marines kill the zealot. The early part is the hard part once you got like 6+ marines from 2 rax no zealot will be able to kill scv with decent control.
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On August 25 2010 06:10 travis wrote: guess what it's not just hard for terran to deal with, it's hard as shit for protoss to deal with too
i think the reason that cheese is so strong in sc2 is the whole "6 starting workers" thing
The 6 workers changes nothing. The problem is the incredibly tiny maps.
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