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[H] How to Properly stop a proxy

Forum Index > StarCraft 2 Strategy
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TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
September 13 2010 15:13 GMT
#1
hello recently i got proxy gated into cannon on blistering sands in a tournament. i scouted the proxy from the very first pylon as it was being built yet i still lost somehow i guess i never really was in this situation and actually won so i was wondering how does one stop this? TvP myself being terran... what is the proper way to stop this as the zealot will come out of my base before my marine 100% of the time every time, if someone could give me some tips... i'm guessing the proper way would be to build a bunker near there gateway?? and micro with marines properly...?
kingjames01
Profile Blog Joined April 2009
Canada1603 Posts
September 13 2010 15:25 GMT
#2
Are you able to post the replay or is that against tournament rules?
You'd probably get better and more detailed advice which is relevant to your instance if we could see it.
Who would sup with the mighty, must walk the path of daggers.
Stoids
Profile Joined August 2010
United States636 Posts
Last Edited: 2010-09-13 15:35:13
September 13 2010 15:30 GMT
#3
For zealot pressure, a simple wall would suffice. Not sure the correct response with the cannons. I would go ahead and say a bunker with 1 or 2 marines could get it down in time.

Edit: I just realized you are probably talking about a proxy in your base. In that case, attempt to snipe the pylon with SCV's,
*Insert Inspirational Day[9] Daily #100 Quote* | Fantasy | qxc, Brat_OK
TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
September 13 2010 15:36 GMT
#4
i will post a replay later on tonight when i get home and get it, i was really frustrated after the game i know i played it poorly just trying to learn the correct counter.... basically right when i layed my first supply depot at 10, i saw the probe come by very early... i went over scouted he was building a pylon and my first mistake was i pulled 3 probes to start dpsing the pylon and never killed the probe, as u can't really with scv's he layed a gateway so i knew it was proxy gate... i should've left my scv's on mining so i could get my raxx down faster and i think my bunker placement wasn't the best i'm guessing the best would be one bunker near minerals and one near there gates although by the time he got 2 zeals out it was pretty much over he killed my bunker as i tried to micro repair as best i could but didn't matter one marine couldn't take out the 2 zeals pounding on the bunker
IntenseZ
Profile Joined September 2010
Belgium40 Posts
September 13 2010 15:42 GMT
#5
Actually, when I get proxy'd, I just take 4 drones and they take the pylon down pretty quickly.
Alaric
Profile Joined November 2009
France45622 Posts
September 13 2010 15:50 GMT
#6
Well you shouldn't, because a probe left alive can keep on putting down pylons, letting you get behind economically as your workers attack pylons that'll get cancelled or replaced instead of mining.
Also, a bunker near the gates isn't mandatory : your priority should be to protect the mineral line. Losing one or two SCVs to zealots is 0K I guess, as long as the bunker survives and eliminates them, until you man it with more marines. If you have an OC, MULEs will make up for it.
Cant take LMS hipsters serious.
Sanguinarius
Profile Joined January 2010
United States3427 Posts
September 13 2010 15:55 GMT
#7
Pretty much you need to "Ignore" the pylon and gates and work on your base. Get a rax down asap and then position a good bunker to protect your mineral line. push toward the gates with bunkers to win.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
homegrown.vt
Profile Joined August 2010
11 Posts
September 13 2010 16:04 GMT
#8
Proxy gates can be tougher (than cannons) I would imagine. Killing the Pylon will be priority. Get a bunker down ASAP and your Marine inside it pretty much. Building all your structures in a central location that can be covered by the lone bunker is advised. Against cannons, your best bet is to just lift off and move to your natural. Now the P has wasted at least 400 minerals (pylon, forge, 1 cannon) on useless structures and you can proceed to build marines and waltz into his mineral line.

As for your OP, if he went proxy gate into cannon then he certainly couldn't have had many Zealots if he was burning cash on a forge and CB'ing probes? (<- speculative) instead of Zealots. First couple rines to a bunker and then send one to his mineral line seems like what I wouldve done, but without a replay I'm just speculating.

Fake)Plants
Profile Blog Joined January 2010
United States373 Posts
Last Edited: 2010-09-13 16:14:33
September 13 2010 16:11 GMT
#9
I have a couple of replays here. My opponents didn't micro as well as they could, but you'll see that I scout around a bit with the SCV that makes my first supply depot:

http://www.sc2replayed.com/replays/79700-1v1-terran-protoss-steppes-of-war
http://www.sc2replayed.com/replays/79702-1v1-terran-protoss-xelnaga-caverns

Not sure if that will help much, but that earlier scout gives me all the time I need to prepare. Building placement is pretty important too, and once again, if you scout the proxy early enough you can position your barracks/bunkers/supply depots appropriately.

Edit: Mid-level diamond skill level in the replay.
Q( ' '(Q
TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
September 13 2010 16:12 GMT
#10
yea i'll post a replay tonight... basically he was proxy zealot the cannon was at the end jsut to seal the deal lol he had lots of lots
prochobo
Profile Joined May 2010
United States232 Posts
September 13 2010 16:13 GMT
#11
If you scout the pylon before he puts anything else down, immediately send 4 workers and kill it off. If he tries to lay down a gate, the pylon will die before it finishes warping in.

If you scout it a little late, you might not be able to kill the pylon in time since anyone with a brain would partially block the pylon with gateways so that only 2 workers can attack it at one time. If you hit this scenario, there's no point in pulling workers. Build a bunker at your mineral line and bring/build your rax closer to your CC. The one SD at your ramp will probably die, so start another one at your mineral line. If 1-2 zealots try to attack the bunker, 1 marine (with another on the way), repairing SCVs, and attacking SCVs should be able to hold it off.
ascoe
Profile Blog Joined June 2010
Korea (South)133 Posts
September 13 2010 16:19 GMT
#12
On September 14 2010 00:42 IntenseZ wrote:
Actually, when I get proxy'd, I just take 4 drones and they take the pylon down pretty quickly.

Yes. This is fine since most of these proxy players send their initial probe to get the pylon down.

A good scout of thier base can also be a dead give away. If you a) see a forge b) can't find a gateway or a secnd pylon in their main, its possible something is up.
Goliath-sc
Profile Joined August 2010
France44 Posts
September 13 2010 16:26 GMT
#13
It's sure that without replay we cannot respond properly. thus I am going to try to be systematic and give a proper response to the different situations that you can encounter :

- If you scout the pylon IN YOUR BASE before he puts anything down, your priority should be KILLING THE PROBE (with 4+ scvs), then taking down the pylon with 2 scvs and properly walling your ramp.

- If you scount a pylon outside of your base, wall quickly (build your 2nd supply before your 1st marine to complete the wall, it doesn't matter if he send his zelote, you will repair the supply with 4 scvs waiting for the marine to comes out)

- If you scout a pylon + photon canons, don't attack with your scvs, this is clearly losing the game.
He will try to advance with the pylons/canons to get your minerals line. by this time, get maximum mining + gas and you have 2 options :

1) If he's advancing quickly and nearly reaching your mineral lines, and you're way off getting siege tanks, and marines are the only thing you have, instead of building bunker I would bunker rush him with 3 scvs and 2 marines, builing 1-2 bunkers near his base and finishing his probes. You should move your command center out, and get a bunker with 1 marine in it, in your new base, near your mineral line in case he comes with zelote.
It is a very hard to encounter method. another method is going 3rax and reapers to kill his probes.

2) If he's advancing slowly, you can build 2 bunkers to defend against warped zelotes and get siege mode to clear him off of your base. harass with 4-5 marines his main base if you can.

- If you scout 2gateways in your base, that's whats very hard to encounter.usually i spend all my money on bunkers + marines to defend, but you SHOULD attack him w/ reaper or bunker+marines in his base. he will be possibly not giving much attention to his main base, and anyway if you keep defending and he keeps mining and zelote harassing you, you will lose.

Proxy means his base is empty, if he doesn't have probes to mine, his proxy becomes a bunch of buildings, while you can flew away your command center and explore the universe.

I hope I've been clear
good luck !
even zergs have feelings
Mato
Profile Joined August 2010
Australia412 Posts
September 13 2010 16:27 GMT
#14
In general for proxy gates, you want a bunker near your mineral line. I try to get my rax protected by it (float if need be) so I can techlab. A second rax is usually necessary in the event of double gates. Building placement is super important.

I find cannons actually easier to stop, because you can usually totally avoid the cannon and try to snipe the powering pylon with like one marine.
japro
Profile Joined August 2010
172 Posts
Last Edited: 2010-09-13 16:31:57
September 13 2010 16:30 GMT
#15
I never got the "attack the pylon" strategy. That never once worked for me. SCVs don't take down the pylon before it finishes so the probe will be able to at least place one or even two gateways. Afterwards he can warp multiple pylons at once to finish simultaneously with the gates and there is no way you can take them all down, especially since he can place them right next to the gateways such that you cannot surround them. What I do now is just watch what the probe is doing while building a rax immediately (even canceling the depot or building SCVs to get enought minerals) and pull 5-6 SCVs instantly if he places the first gateway. The gateway will finish but even when chronobosted the Zealot will not. Sometimes the second gateway will get a Zealot out but by the time you will have marines.

Edit: i do the same against cannon rushes. 4 SCVs take down a canon before it finishes...
TheOGBlitzKrieg
Profile Joined June 2010
United States346 Posts
September 13 2010 17:54 GMT
#16
On September 14 2010 01:30 japro wrote:
I never got the "attack the pylon" strategy. That never once worked for me. SCVs don't take down the pylon before it finishes so the probe will be able to at least place one or even two gateways. Afterwards he can warp multiple pylons at once to finish simultaneously with the gates and there is no way you can take them all down, especially since he can place them right next to the gateways such that you cannot surround them. What I do now is just watch what the probe is doing while building a rax immediately (even canceling the depot or building SCVs to get enought minerals) and pull 5-6 SCVs instantly if he places the first gateway. The gateway will finish but even when chronobosted the Zealot will not. Sometimes the second gateway will get a Zealot out but by the time you will have marines.

Edit: i do the same against cannon rushes. 4 SCVs take down a canon before it finishes...



so 5-6 scv's can kill a gateway before the zealot finishes morphing?
sikyon
Profile Joined June 2010
Canada1045 Posts
September 13 2010 18:05 GMT
#17
It's not that hard to beat. If you scout the proxy out of your base obviously wall off asap. If you scout the proxy inside your base then throw down your rax to help form a choke in your mineral line. Throw the rax down ASAP(cancel any SCV's you are making or your orbital command) and your marine should pop out before the first zealot does. Stop making SCV's. Follow up with a second barracks to help form chokes and a bunker in your mienral line. Start pumping marines - at this point when you can produce rines off 2 rax comfortably you can start making SCV's again (make scv's, not orbital command).

In the meantime 1 marine + a bunker can beat a zealot hands down. Micro the marine to move-shoot at the zealot, and have him fall back towards the bunker. If the zealot tries to kill the bunker obviously he will fail. If the zealot runs back to the gates pop your marine out instantly and chase that bugger down. If the toss player is smart he'll go after scv's - just grab handfulls of scv's and have them move away from the zealot by clicking on the opposite mineral patches. You may lose a few SCV's but by that time you should have 3 marines out and you'll be able to kill the zealots faster than they can be produced. Don't forget to throw down an extra depot (again, cut SCV's to do this) because he'll probably take the one out by your ramp down.

Your marines should never really be not shooting at zealots. Always move-shoot, just making sure your marines don't get hit by zealots, and run to and from the bunker. Reaction time is critical and it's a micro fight.
japro
Profile Joined August 2010
172 Posts
September 13 2010 18:06 GMT
#18
I'm sure about 6 doing the job, i've been told 5 would aswell, but i didn't try that out on ladder so far.
Battousai13
Profile Joined September 2010
United States638 Posts
September 14 2010 11:14 GMT
#19
As a Protoss player that actually opens with proxy 2-gate in-base (in team games), let me share some tips on countering for you.

First, let me address this business about 4 SCVs per Pylon. Yes, that will take out a Pylon, right when it finishes. I have plenty of time to build another one, and cancel the one being attacked with time to spare. A good proxy player (bit of an oxymoron) will build at corner, Gateways surrounding the Pylon from any attack.

The best response is to build a Bunker near your mineral line and crank Marines. These things all build faster than my Zealots. Sim City style your placement of Bunkers. There have been plenty of times where a Bunker goes down, but the Marine range doesn't reach my Zealots wrecking your SCVs. That being said, do not stay in the Bunker forever. Kite my Zealots. If I get seven Zealots and surround your bunker, that thing is getting busted. I might lose one or two at most to Marine fire.

Lifting off is not as effective as you think. I have more than enough Zealots to chase you down. Your time is better spent making sure Marines keep coming, and as few SCVs die as possible. I only have ~50 APM average, but I sure as hell can maintain my economy while making Zealots. A better player can even get the tech tree to Stalkers started (but the game should end before this).

If you want to prevent this all together, scout around 8-9 supply. That's around the time my Probe makes it to your base.
Grrbrr.404
Profile Joined April 2010
Germany91 Posts
September 14 2010 11:56 GMT
#20
build marines, bunker close to your minerelal line, add techlab,

defend as best as you can while punishing the p with your reaper (kill probes in his base)

Greetings
Rax needs depot - worst change ever. Why dosnt pool need 2 overlords?
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