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.
Not to mention, the abuse of pylons on low ground on long distance maps such as Desert Oasis, Xel'naga Caverns and (formerly) Scrap Station (before they added the rocks at the natural it was wayy faster to get over there and able to 8/8gate or 9/9 gate in base)
On August 18 2010 23:46 Wild Karrde wrote: Here's proxy 2 gate replay:
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.
just watched the replay. yea you scouted entirely too late, this game is a reason why you scout before you barracks is completed. I'm sorta confused though because you noted that if you scouted faster you could have walled off or built a bunker yet you say it's not a matter of scouting early waah?
If you plan to wall off, scout your base before building your barracks. Don't build it @ your choke if they are proxying in your base. Instead put it close to your main and build a bunker as well the instant it finishes. You need to get your marines into the bunker asap and protect your scvs. when the Zealots run away unload bunker and chase and do damage. Run back to bunker as they chase you. They are the same speed so they will never catch you unless you mess up. Just keep pumping marines and doing this and you will eventually hold it off and put them in a bad position.
Proxy gate against a Terran is almost a suicide.... did you forget that your base can fly? I cannot see how you can lose to a proxy gate as Terran.
Just use all your SCV and your 1~4 marines and go to protoss base, fly your own base. Make a bunker, free win. Block their own ramp with your base and your barracks, there is no way protoss can win this.
I even make a youtube video on this, but it is not in English.
If you are interested: search darkrage585 in youtube. It is the "Final Round 2..." video I uploaded.
It is pretty easy to beat a 2 gate proxy in your base. I don't wall off against Protoss anymore and a good simcity with a bunker stops the zealots from touching any workers. The micro isn't that intensive, I'm around 100 apm and i have a pretty easy time dancing around the zealots. Just scout early enough, check your corners, and if you don't see anything in his base he has a proxy somewhere.
If he proxies inside your base and you really didn't see it at all, lift your base, fly it to your natural and use your wall-in to box him in. Also send some units to his base to start killing of workers (1 scv for a bunker next to nexus, 1 marine).
If you get your first marine at about the same time his zealot gets to your mineral line, you better have a bunker there. Don't try to rush into killing this, time is on your side. Be content with defending for the time being.
Here is a succesful defense (by above mentioned korean caster), however the Terran cheesed a bit too with his proxy rax that enabled him to keep up marine production while bunker rushing the naked Protoss.
You reacted pretty good, you just need to improve your micro a bit. Seeing as you were walled off and your CC wasn't morphed yet you could've loaded 5 of your SCV's in it and floated it into your expansion. Zealots don't hit air and they couldn't get out besides right through the wall of rax and bunkers which would've been easily repairable. Next time you spot an inbase proxy, immediately do this and counter his empty base
IMHO the key to defending inbase proxy gates is to immediatelly respond by placing a second rax and 1-2 bunkers.
2nd rax is to keep production steady. If you see his warpgate when it is 60% or less done, place down a bunker in short distance to the gate and the second bunker close to your CC. If you had already guys in gas, pull them off after you have harvested 75 gas (tech lab + reaper). Use your marines outside of the bunker and use the bunkers to retreat to as a safe spot. Wounded marines stay in the bunker. If you have some breathing room, put down techlab and go for a reaper. Put guys back in gas. As soon as you have the spare mins you can also use your scouting SCV to place a 3rd rax into HIS base and return the favor. Be sure to mass up 4-5 marines before you attack.
Proxy gates require early scouting. If you scout a gateway right as it goes up, pulling 4 scvs to kill it will do the job before the first zealot is out. If you scout it later, you need more scvs.