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Proxy barracks is a huge issue in TVT - Page 4

Forum Index > StarCraft 2 Strategy
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Jyxz
Profile Joined November 2009
United States117 Posts
September 15 2010 06:02 GMT
#61
Terran shouting Terran is OP, I wish this were news. But all kidding aside, I do agree the strat is a little more powerful then it should be, it might be one of those issues that will be fixed with better maps, but honestly Zlot cheese is too powerful so its getting nerfed right? But stupid 6 pool and proxy rax builds are still allowed? I think lings and marines should also be nerfed in accordance with the zlots nerf to help deal with these silly games.
This is Jimmy
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
Last Edited: 2010-09-15 06:23:16
September 15 2010 06:22 GMT
#62
On September 15 2010 05:05 InfestedSC2 wrote:
So, I'm entirely sick of losing to stupid proxy barracks in TvT. And this doesn't just happen at lower levels; a 1500 diamond player just did it to me today.

Why am I sick of it? There's no way to scout it early enough to stop it.


Stopped reading there. I'm sorry, but that is just literally impossible.
SoFFacet
Profile Joined March 2010
United States101 Posts
September 15 2010 07:14 GMT
#63
On September 15 2010 15:22 Subversion wrote:
Show nested quote +
On September 15 2010 05:05 InfestedSC2 wrote:
So, I'm entirely sick of losing to stupid proxy barracks in TvT. And this doesn't just happen at lower levels; a 1500 diamond player just did it to me today.

Why am I sick of it? There's no way to scout it early enough to stop it.


Stopped reading there. I'm sorry, but that is just literally impossible.


I'm pretty sure what he meant is that there is no way to scout it without putting yourself and an unacceptable advantage against standard play. Not that I necessarily agree that it does in this case, but in general, unavoidably blind decisions are bad for gameplay.

I haven't faced this yet so I just have a few questions.

If you 12 scout (scv that built depot) the proxy locations, do you catch it in time? If so then this likely isn't an issue. Theres nothing all that important to find in the enemy base at that time anyways, so take a few seconds and scout the proxies to play it safe. If thats not fast enough then we might have a problem.
jdobrev
Profile Blog Joined February 2010
Bulgaria162 Posts
September 15 2010 07:18 GMT
#64
proxy barracks is not a huge issue in TVT, at all.

as other already said, don't get lazy about scouting proxy locations. What I like doing is scout just below my ramp (also scout in my base with the 12th scv while waiting for rax money) and then head straight to his base while checking a xel naga tower on the way if that's an option. you can usually see what he's doing by the amount of SCVs he has mining (and see if it's reapers or marines cuz of gas). Generally people don't go proxy marines on 4player maps.

if you see no gas - prepare for marines:
If it's not superclose to or in your base, you should be fine by pulling a few scvs to the ramp and building a bunker while defending. What that scv number is - test it out with a friend and see how many you're comfortable with, it depends on your micro.

if you see gas - build a tech lab asap and make a marauder

if you don't panic and don't screw up by a lot, you should be ahead of your opponent economy and tech wise.
attackfighter
Profile Joined November 2009
Canada308 Posts
September 15 2010 08:17 GMT
#65
On September 15 2010 16:14 SoFFacet wrote:
If you 12 scout (scv that built depot) the proxy locations, do you catch it in time?


Yes you do. I proxy marine rush in a lot of my TvT's and I don't think an opponent has ever failed to scout me in time on a 2 player map. Those that do scout me still sometimes lose, but only because they're retarded and make really bad decisions, which I think is what OP's problem is. It should be an auto-win if you scout it, and if you don't scout it for whatever reason you can still minimize your losses with decent micro. This topic is just ridiculous...
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
September 15 2010 08:33 GMT
#66
When I pvz and forge first or tvz and zerg hatches first they put a drone on patrol at bottom of ramp so I can't wall them in with pylon/cannon or bunker, if you did this tvt while playing standard, you would be able to see any bunker that could be a threat being made before it was an issue. Pull scvs should work fine against marines not in a bunker, so the issue is preventing the bunker from being made before you have marines to stop it with. So, make sure you see the scv before it can make a bunker and block the best places for the bunker. A single unmining scv shouldn't put you at any disadvantage against a cheeser. As for picking the safe option and not being able to do anything with your extra 1-2 marines, you could try making a fast cc. The extra units won't help during an attack, but will in defense. If your marines block scv scouting he's forced to play safe anyway, and is unlikely to be able to pressure you during your vulnerable window. Can transition into thor or ghost/maurauder, as both are decent vs ground and banshee. Then do something that can take advantage of your extra gas. If he's going air, you can outproduce him relying on your ghost/thor until you have good air numbers. If he's going marine heavy, you can make a lot of tanks. If he's going maurauder heavy, you can go banshee (probably with cloak, but not necessarily) into bc. If he all-ins, you can afford to pull scvs for defense since you have 2 ccs (you have 2 mules and can replace scvs twice as fast as he can), and should have extra minerals to make bunkers out of. There's a strength to every single build for any situation, you just have to find it.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
MayorITC
Profile Blog Joined October 2008
Korea (South)798 Posts
September 15 2010 08:36 GMT
#67
How can you complain about this as a Terran when every other race is forced to early scout vs Terran for the very same reason?

Protoss players have to 9 pylon scout unless they want to risk getting bunker rushed, which is a big deal cause it pushes a regular 13 gateway back to 14 gateway or if you go 12 gate, there's a significant delay on your 13th probe.
Panoptic
Profile Joined September 2009
United Kingdom515 Posts
September 15 2010 08:53 GMT
#68
Surely all you can do about this is:

.Make sure on 1v1 maps you scout nice and early (like after supply depot goes down) checking the obvious places

.Pull scv's if you need to. They'll be behind you anyway considering they sent 2 scv's to your base so early in the game.

This is all I can think you can do.

Anyone practiced this with a partner and knows for sure how the rough timings work out with a 10 supply 12 rax?
"Crom laughs at your four winds!"
PhoenixM1
Profile Joined January 2010
United States178 Posts
September 15 2010 08:56 GMT
#69
On September 15 2010 05:07 DreamSailor wrote:
Scout inside your base then.

If you catch the proxy barracks, you are in a huge advantage, you can kill the SCV, he loses his barracks, and has to start over.



^this works. . .his scv certainly isn't going to be able to build a rax if you scouted him when he starts. If it isn't really inside your base you shouldn't have to much trouble holding your ramp with scvs and rines even if your barracks is a little behind.
=/
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
Last Edited: 2010-09-15 09:58:29
September 15 2010 09:57 GMT
#70
you're on the defense, if you can just keep your marines alive and build a bunker then you win..

or how about a WALL ?

he'll never be able to sneak an scv up your ramp because your first supply depot will spot it even on the tiny maps.
blagoonga123
Profile Blog Joined July 2007
United States2068 Posts
Last Edited: 2010-09-15 15:56:00
September 15 2010 15:53 GMT
#71
On September 15 2010 14:37 attackfighter wrote:
Show nested quote +
On September 15 2010 12:48 blagoonga123 wrote:
On September 15 2010 09:58 RadicalEdwrd wrote:
On September 15 2010 07:27 Blitzkrieg0 wrote:
On September 15 2010 06:01 blagoonga123 wrote:
On September 15 2010 05:57 Dente wrote:
Easy to stop. One bunker and you are safe.


not true. Played a tvt, got proxy marine'd, set up bunker, killed his first bunker and a few marines, he set up a bunker outside of the range of my bunker and in range of my CC and had more marines than me because he had more barracks than me, i lost because my barracks was absolutely useless and it was impossible to set up a new barracks.


Why'd you let him build a bunker next to your cc?

Quoting for emphasis...letting the second bunker go up is why you lost. It's not unfair, you were outplayed.


quoting because you guys can't read "had more marines than me"

even if you manage to kill off the bunker he will still be able to outproduce you since he most likely also killed some of your scvs and evened the worker count.


And that's why you put your bunker at your choke...


yeah that would have helped me lose even faster.
the timings worked out such that my scv was already under fire while building the bunker, if i waited 5 more seconds for my scv to run to my choke, the bunker would never have even come up.

look, i'm just trying to say it's not as easy as putting down a bunker and winning.
FOOL! Pain is my friend! Now let me introduce you to it!
TLChronos
Profile Joined September 2010
10 Posts
September 15 2010 17:54 GMT
#72
infested, can you upload some replays?
attackfighter
Profile Joined November 2009
Canada308 Posts
September 15 2010 21:28 GMT
#73
On September 16 2010 00:53 blagoonga123 wrote:
Show nested quote +
On September 15 2010 14:37 attackfighter wrote:
On September 15 2010 12:48 blagoonga123 wrote:
On September 15 2010 09:58 RadicalEdwrd wrote:
On September 15 2010 07:27 Blitzkrieg0 wrote:
On September 15 2010 06:01 blagoonga123 wrote:
On September 15 2010 05:57 Dente wrote:
Easy to stop. One bunker and you are safe.


not true. Played a tvt, got proxy marine'd, set up bunker, killed his first bunker and a few marines, he set up a bunker outside of the range of my bunker and in range of my CC and had more marines than me because he had more barracks than me, i lost because my barracks was absolutely useless and it was impossible to set up a new barracks.


Why'd you let him build a bunker next to your cc?

Quoting for emphasis...letting the second bunker go up is why you lost. It's not unfair, you were outplayed.


quoting because you guys can't read "had more marines than me"

even if you manage to kill off the bunker he will still be able to outproduce you since he most likely also killed some of your scvs and evened the worker count.


And that's why you put your bunker at your choke...


yeah that would have helped me lose even faster.
the timings worked out such that my scv was already under fire while building the bunker, if i waited 5 more seconds for my scv to run to my choke, the bunker would never have even come up.

look, i'm just trying to say it's not as easy as putting down a bunker and winning.


That's because you scouted late and payed the price, and if he came that early he should've only had 1 or 2 marines so your SCV's could've easily overpowered them. It's not the impossible situation you're trying to portray it is, you just played poorly and lost.
MadBoat
Profile Joined August 2010
127 Posts
Last Edited: 2010-09-15 22:01:34
September 15 2010 22:00 GMT
#74
getting delayed, or even not scouting him, isn't insurmountable. he has bunkers in your base? so you build your own. he is not mobile enough to kill scvs without first killing the bunker. your bunker will die because he has more marines than you? you have more SCVs than him. So you repair your bunker/command center, and keep teching (out of sight, preferably). tanks will get him out of your face, but an even better idea is hellions; go and blow up all his SCVs (at his main), and the marine pressure should stop.
Sleight
Profile Blog Joined May 2009
2471 Posts
September 15 2010 22:12 GMT
#75
9 Rax bunker rush is pretty much a nonevent to stop. Honestly. Everyone has said it. Furthermore, you don't AUTOLOSE to a 12 Gas, 13 Rax, by opening 11 Rax. You have a TINY economic advantage that disappears if you FE faster than him. Same thing against a standard 12 Rax. If you can't win with an 11 Rax against a 12 Gas 13 Rax, you have other problems than getting Bunker rush'd. No one is good enough to get a Build Order Loss from a single SCV or 2 difference resulting from an 11 vs 13 Rax.

The issue in the matchup, IF ANYTHING, is getting 9 Rax Proxy Reaper'd. Jesus, those are my only losses anymore TvT. I just pack up the proverbial toys and go home to that opening.
One Love
SOB_Maj_Brian
Profile Blog Joined September 2008
United States522 Posts
September 15 2010 22:20 GMT
#76
Doesn't getting 1 reaper win, or can't you use your scouting scv and put down a rax and counter? your econ should be better. Maybe even base trade or lift off? Don't play TvT so dont know how viable this is.
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2010-09-15 22:58:27
September 15 2010 22:39 GMT
#77
On September 15 2010 05:05 InfestedSC2 wrote:

Some people may try to refute my claim by saying that you just need to get your barracks up earlier. It's true that I have stopped this rush with an 11 barracks. However, going for an 11 barracks is simply UNACCEPTABLE.

Why is it unacceptable? Because if your opponent goes for 12 gas 13 rax (economical tech build), you will auto lose.


No you wont. If your so worried about cheese. Do an anti cheese build. Sure it will set you behind in some games, but to say you "autolose" is a terrrrrrrible way to think. Its the way people think after they lose 3+ games in a row. You never autolose due to build differences unless you play the "my big ball of units fights your big ball of units in the middle of the map, winner take all" style of play, and if so, then you should try to do other things to win.
Hell, its awesome to LOSE to nukes!
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-09-15 22:46:43
September 15 2010 22:40 GMT
#78
Okay, I'll give a step-by-step process for how to stop it, because people are still having trouble:

1) Always scout on 9, after your depot. Scout common proxy locations (including inside your base on 2-player maps), then go to his base.

If the proxy is in your base:
+ Show Spoiler +

1) Pull one worker to put on each one of his workers. You will catch the rax before it is completed. This will prevent him from building bunkers, and you may even kill him before his rax finishes, giving you an insta-win. Put first marine on him asap if he tries to bunker.
2) Don't upgrade OC. Use 100 of the 150 you would have spent on the OC building a bunker by his raxes (close enough that your marines will kill his rines as they come out)


If the proxy is outside of your base.
+ Show Spoiler +
1) Keep your scout SCV around the raxes to see if he tech-labs to do reapers. If he doesn't, continue. If he does, quit and make a new thread about how it is unbeatable. This SCV also can tell when marines are coming.
2) Don't build your OC. Send a marine to your ramp and start building a bunker.
3) Every time you see a marine come out of his raxes, pull 2-3 scvs off the line to fight them off until your bunker gets up.
3a) If the scv comes into your base to bunker, pull an scv or two to put on him as well. Get your first marine on him asap.
4) Once your bunker gets up, put scvs back on mining, put marines in bunker, win.


If your opponent is not proxying:
+ Show Spoiler +
1) Play normal


If you did not find the proxy, he runs in with marines, and you lose:
+ Show Spoiler +
1) Watch replay, add that proxy location to your mental list of spots to check, grab tissues & have a good cry, try again.


There, every possible case accounted for. It takes some micro to win and you can still screw up and lose if you do it wrong, but follow this and you should be fine.
vileEchoic -- clanvile.com
KiLL_ORdeR
Profile Blog Joined June 2009
United States1518 Posts
September 16 2010 01:51 GMT
#79
I was about to open a new thread, but since I found this one that was recently started i'm just gonna post here.

just played a game, got proxy 8-rax reaper rushed, and I honestly don't think I could have stopped it, even if I did scout it.

here's rep: [image loading]

I'd really like to know how I'm supposed to scout this in time, first of all, since there are 3 good proxy locations on Sands (outside the base, and the gold patches) and then of course how I stop it without a marauder, since there is know way I could have gotten a Marauder out before the first reaper got in my base.

If you have anything to say, I'd like you to post a replay of you or someone else stopping this strat, or point me to a vod of someone stopping it.
In order to move forward, we must rid ourselves of that which holds us back. Check out my stream and give me tips! twitch.tv/intotheskyy
Pigzyf5
Profile Joined November 2009
Australia131 Posts
September 16 2010 02:15 GMT
#80
Yea its a masive issue, it doesn't even put the proxying player behind much, and its not risky coz u dont need to have the rax in ur base for allot of strats. Maybe the bunker build time increase in 1.1 will help
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