|
I am a 1800+ diamond Protoss player and just experiment with cheeses. I don't play much these days though. I could play a long macro game, but macro is not my forte and I just want to have fun. Let me list things that I originally started:
Wall in Cannon Rush on Metalopolis
OGSInca did this in the GSL but even though it's widely know it's still great to use.
The basics is to hide the forge, block the ramp with two pylons, and to get vision on top, and build the cannon right below the high ground so it the probes or gateway or whatever, depending on what's going on. I honestly have a 90% win percentage with this in PvP. Even the greatest players fall for it (I did beat Huk with it ). There are many counters for this, such as getting a stalker fast to out range, killing the probe with a super surround, etc, but not something that is instantaneous.
Here is a recent replay of it: http://www.sc2replayed.com/replays/100185-1v1-protoss-metalopolis
Probe Rush PvT
Yes, this works. You have to spawn in close locations though. You pretty much chrono boost your probes and as long as they aren't doing anything funky, you move all your probes to the base. During this time you usually have a 2 PROBE advantage. Harass with your original scout and multi-task as much as you can. Micro your probes, regen the shields and micro again. Remember, the opponent will be very confused. If your opponent gets more SCVs, then it will be tough. There is a good counter to this but since PvT is (dare I say) favours T, I'm not going to say it. Of course, don't be foolish... if they survive and do some CC lifting to an island, tech to ob, because 95% of the time it will be cloaked banshees. From there just out macro them.
![[image loading]](http://imgur.com/KoxzS.jpg)
Here are some replays, and yes, I did it to many high diamond players. I don't save replays often. http://www.sc2replayed.com/replays/100180-1v1-terran-protoss-metalopolis http://www.sc2replayed.com/replays/100181-1v1-terran-protoss-metalopolis http://www.sc2replayed.com/replays/100183-1v1-terran-protoss-metalopolis http://www.sc2replayed.com/replays/100184-1v1-terran-protoss-metalopolis http://www.sc2replayed.com/replays/100184-1v1-terran-protoss-metalopolis (Yeah, works best on Metalopolis due to proximity, but possible on other maps.)
Manner pylon proxy in the face PvP
This sometimes may be hard to pull off, but if you can confuse your opponent it works wonders. This works well on Steppes of War because of proximity and manner pylons working here. You pretty much build a pylon in the mineral field, trapping workers, and then build a gateway. Keep in mind that if they build a forge or something, stick with just one, harass and play a normal game after with a better economy. Of course if you struggle, freestyle it up and you might get lucky like I did:
![[image loading]](http://imgur.com/hHdFf.png)
Here are some replays: http://www.sc2replayed.com/replays/100186-1v1-protoss-steppes-of-war http://www.sc2replayed.com/replays/100187-1v1-protoss-steppes-of-war http://www.sc2replayed.com/replays/100190-1v1-protoss-steppes-of-war
I made this a fast post but will edit this more. Let me know if you have any questions. Protoss cheese for the win... too bad Blizzard is making it weaker
|
Oh and sorry if these are from the old patch. The Probe Rush is actually better now because you are safe from quick proxy (since Terran need a supply depot before Barracks). I may make it look easy, but you really need to keep the APM up and hope that the Terran isn't smart and knows the secret to stop it. Of course, do not use this on maps such as LT or Steppes because they can just fly their CC with their SCVs in the corner base.
|
I like the part where you cleverly disguised your ownership of these builds thread with a direct copy-paste as a guide.
I'm not sure a(nother) guide on probe rushing is necessary.
|
SCV's can repair each other.
|
On November 05 2010 11:29 Hurricane Sponge wrote: SCV's can repair each other. Shh!
|
But to be honest, you can beat SCV repair with constant probe pressure and superb micro. I've done it a few times (sadly didn't save the replays). You literally have to select each probe and micro them one at a time.
|
Hilarious. Well done. Not much of a cheeser myself, but that cannon rush on Metropolis looked too fun not to try.
|
this one cheese really blew my mind. this guy pyloned and forged in my base. It felt like a free win for me as my probes hammered on his forge, until he made a cannon+pylon tucked into the back of my mineral line, such that Forge blocks one side, and the pylon blocks the other.
For inca cannon rush, it's reeallly good. Worth perfecting the build just so you can counter it better.
|
A guide for cheesing, fascinating. Well I guess TL really does cater to every brand of player.
|
On November 05 2010 13:33 Meapak_Ziphh wrote: A guide for cheesing, fascinating. Well I guess TL really does cater to every brand of player.
I guess it's fun for some people and for those who wants to win quickly. It's a crap shoot if you want to be an actual good player.
|
Wow the probe rush is ridiculously powerful XD. I've beaten four terrans in a row with that.
|
On November 05 2010 11:29 Hurricane Sponge wrote: SCV's can repair each other.
Even better -- SCV's can auto-repair INSIDE the CC, safe from those evil probes.
|
Okay, seriously, has anyone thought it through and know a counter to the low-ground cannon rush that will leave you in a superior position in PvP? And I'm talking about if a really good player was executing it, not some noob. So let's assume that you can't kill the building probe since a properly micro'd probe can't be surrounded and lets assume that they will make all the best responses to what you do. If they block off the ramp with pylons and build a cannon on the low ground and then a cannon on the high ground with the first cannon providing cover fire, is there ANY way to stop it other than counter-cannons?
I have been wracking my brain trying to figure out the best ways to stop this sort of cheese and I really cannot find any way to stop low-ground cannon rushes other than building a cannon of my own to halt their progress, which is far from an ideal counter. There is no way to get stalkers out in time to stop the second cannon (the one in range of my buildings) even if I scout it right away, build gateway and core asap and chrono the stalker. Trying to stop the second cannon with probes is going to result in losing 3-4 probes only to have the rusher cancel the cannon and build it again for a loss of 38 minerals. Throwing a zealot in slows the process but nothing more. The base could be relocated but the lost mining time during probe transfer and lost probes would give the rusher a HUGE economic lead, not to mention they can easily do the same thing to the new base. Proxy rushing their base can be easily stopped by them building a single cannon for defense. I know about preventing the ramp block by patrolling a probe but even if the ramp doesn't get blocked and they just build next to the cliff it is easy to protect the cannon with a couple pylons and we should all know by now that killing pylons repeatedly with probes is so economically damaging that it will put you behind even if you manage to hold off the rush.
As for countering with cannons... If they did block the ramp with pylons and they see my cannon go down where it will stop their progress toward my base and abandon their attack then I am slightly ahead in economy and they have wasted 200 minerals more on pylons but I will either have to make another cannon to kill their stuff or wait for a stalker, during which time they can fast expand freely. I can see such a scenario turning out in my favor but it doesn't really leave either party at a significant advantage. If they did not block the ramp and instead proxied their first pylon then the result is the same except that this time we had identical builds minus the slight loss of minerals from their earlier scout which will be easily made up for by their superior tactical position of having map control.
I'm out of ideas here so if anyone thinks it through and comes up with another viable option that can for sure put the defender in a superior position I'd love to hear it.
|
Also, what is the proper response when you find out that your opponent is zealot rushing if you don't scout it until the zealots are already in production or on the way and you did a 13-gate? Any way to hold it off without losing so many probes you'll be behind?
|
On November 13 2010 00:26 catbert7 wrote: Okay, seriously, has anyone thought it through and know a counter to the low-ground cannon rush that will leave you in a superior position in PvP? And I'm talking about if a really good player was executing it, not some noob. So let's assume that you can't kill the building probe since a properly micro'd probe can't be surrounded and lets assume that they will make all the best responses to what you do. If they block off the ramp with pylons and build a cannon on the low ground and then a cannon on the high ground with the first cannon providing cover fire, is there ANY way to stop it other than counter-cannons?
I have been wracking my brain trying to figure out the best ways to stop this sort of cheese and I really cannot find any way to stop low-ground cannon rushes other than building a cannon of my own to halt their progress, which is far from an ideal counter. There is no way to get stalkers out in time to stop the second cannon (the one in range of my buildings) even if I scout it right away, build gateway and core asap and chrono the stalker. Trying to stop the second cannon with probes is going to result in losing 3-4 probes only to have the rusher cancel the cannon and build it again for a loss of 38 minerals. Throwing a zealot in slows the process but nothing more. The base could be relocated but the lost mining time during probe transfer and lost probes would give the rusher a HUGE economic lead, not to mention they can easily do the same thing to the new base. Proxy rushing their base can be easily stopped by them building a single cannon for defense. I know about preventing the ramp block by patrolling a probe but even if the ramp doesn't get blocked and they just build next to the cliff it is easy to protect the cannon with a couple pylons and we should all know by now that killing pylons repeatedly with probes is so economically damaging that it will put you behind even if you manage to hold off the rush.
As for countering with cannons... If they did block the ramp with pylons and they see my cannon go down where it will stop their progress toward my base and abandon their attack then I am slightly ahead in economy and they have wasted 200 minerals more on pylons but I will either have to make another cannon to kill their stuff or wait for a stalker, during which time they can fast expand freely. I can see such a scenario turning out in my favor but it doesn't really leave either party at a significant advantage. If they did not block the ramp and instead proxied their first pylon then the result is the same except that this time we had identical builds minus the slight loss of minerals from their earlier scout which will be easily made up for by their superior tactical position of having map control.
I'm out of ideas here so if anyone thinks it through and comes up with another viable option that can for sure put the defender in a superior position I'd love to hear it.
lol, this is what all Z go through. Proper response is to never let it happen.
Patrol a probe at bot of ramp.
|
Canada13389 Posts
On November 13 2010 01:43 me_viet wrote:Show nested quote +On November 13 2010 00:26 catbert7 wrote: Okay, seriously, has anyone thought it through and know a counter to the low-ground cannon rush that will leave you in a superior position in PvP? And I'm talking about if a really good player was executing it, not some noob. So let's assume that you can't kill the building probe since a properly micro'd probe can't be surrounded and lets assume that they will make all the best responses to what you do. If they block off the ramp with pylons and build a cannon on the low ground and then a cannon on the high ground with the first cannon providing cover fire, is there ANY way to stop it other than counter-cannons?
I have been wracking my brain trying to figure out the best ways to stop this sort of cheese and I really cannot find any way to stop low-ground cannon rushes other than building a cannon of my own to halt their progress, which is far from an ideal counter. There is no way to get stalkers out in time to stop the second cannon (the one in range of my buildings) even if I scout it right away, build gateway and core asap and chrono the stalker. Trying to stop the second cannon with probes is going to result in losing 3-4 probes only to have the rusher cancel the cannon and build it again for a loss of 38 minerals. Throwing a zealot in slows the process but nothing more. The base could be relocated but the lost mining time during probe transfer and lost probes would give the rusher a HUGE economic lead, not to mention they can easily do the same thing to the new base. Proxy rushing their base can be easily stopped by them building a single cannon for defense. I know about preventing the ramp block by patrolling a probe but even if the ramp doesn't get blocked and they just build next to the cliff it is easy to protect the cannon with a couple pylons and we should all know by now that killing pylons repeatedly with probes is so economically damaging that it will put you behind even if you manage to hold off the rush.
As for countering with cannons... If they did block the ramp with pylons and they see my cannon go down where it will stop their progress toward my base and abandon their attack then I am slightly ahead in economy and they have wasted 200 minerals more on pylons but I will either have to make another cannon to kill their stuff or wait for a stalker, during which time they can fast expand freely. I can see such a scenario turning out in my favor but it doesn't really leave either party at a significant advantage. If they did not block the ramp and instead proxied their first pylon then the result is the same except that this time we had identical builds minus the slight loss of minerals from their earlier scout which will be easily made up for by their superior tactical position of having map control.
I'm out of ideas here so if anyone thinks it through and comes up with another viable option that can for sure put the defender in a superior position I'd love to hear it. lol, this is what all Z go through. Proper response is to never let it happen. Patrol a probe at bot of ramp.
Z doesn't have the same problems per say since they have other options than P has I mean a spine crawler outranges a cannon so you could use a spine crawler once it goes up. I think the problem that catbert7 is referencing is the poor viability of options once it starts. Zerg can react to it once it happens better than P can (of course in vacuum all else not considered).
|
Great I expect more protoss players cheesing me now... Thx.
|
On November 13 2010 01:57 ironwarrior wrote:Show nested quote +On November 13 2010 01:43 me_viet wrote:On November 13 2010 00:26 catbert7 wrote: Okay, seriously, has anyone thought it through and know a counter to the low-ground cannon rush that will leave you in a superior position in PvP? And I'm talking about if a really good player was executing it, not some noob. So let's assume that you can't kill the building probe since a properly micro'd probe can't be surrounded and lets assume that they will make all the best responses to what you do. If they block off the ramp with pylons and build a cannon on the low ground and then a cannon on the high ground with the first cannon providing cover fire, is there ANY way to stop it other than counter-cannons?
I have been wracking my brain trying to figure out the best ways to stop this sort of cheese and I really cannot find any way to stop low-ground cannon rushes other than building a cannon of my own to halt their progress, which is far from an ideal counter. There is no way to get stalkers out in time to stop the second cannon (the one in range of my buildings) even if I scout it right away, build gateway and core asap and chrono the stalker. Trying to stop the second cannon with probes is going to result in losing 3-4 probes only to have the rusher cancel the cannon and build it again for a loss of 38 minerals. Throwing a zealot in slows the process but nothing more. The base could be relocated but the lost mining time during probe transfer and lost probes would give the rusher a HUGE economic lead, not to mention they can easily do the same thing to the new base. Proxy rushing their base can be easily stopped by them building a single cannon for defense. I know about preventing the ramp block by patrolling a probe but even if the ramp doesn't get blocked and they just build next to the cliff it is easy to protect the cannon with a couple pylons and we should all know by now that killing pylons repeatedly with probes is so economically damaging that it will put you behind even if you manage to hold off the rush.
As for countering with cannons... If they did block the ramp with pylons and they see my cannon go down where it will stop their progress toward my base and abandon their attack then I am slightly ahead in economy and they have wasted 200 minerals more on pylons but I will either have to make another cannon to kill their stuff or wait for a stalker, during which time they can fast expand freely. I can see such a scenario turning out in my favor but it doesn't really leave either party at a significant advantage. If they did not block the ramp and instead proxied their first pylon then the result is the same except that this time we had identical builds minus the slight loss of minerals from their earlier scout which will be easily made up for by their superior tactical position of having map control.
I'm out of ideas here so if anyone thinks it through and comes up with another viable option that can for sure put the defender in a superior position I'd love to hear it. lol, this is what all Z go through. Proper response is to never let it happen. Patrol a probe at bot of ramp. Z doesn't have the same problems per say since they have other options than P has I mean a spine crawler outranges a cannon so you could use a spine crawler once it goes up. I think the problem that catbert7 is referencing is the poor viability of options once it starts. Zerg can react to it once it happens better than P can (of course in vacuum all else not considered).
Doesn't change the fact that if u patrol a probe at bot ramp. It's all prevented.
The risk for the P is greater in a PvP. If the probe is patrolling, then the cannon rusher will be stuck with a forge and a cannon in an odd spot. GG will follow shortly. Patroling a probe there will have a small chance of giving a free win. If not, your just down by a lil bit.
|
If you read my post I specifically note that I am aware of patrolling the ramp and that it does not prevent them from doing a low-ground rush without blocking the ramp, which is equally devastating and hard to stop if they place their buildings right to protect the cannon from worker attacks. Not to mention that in some cases your workers would be traveling so far to attack the cannons that you would fall behind economically even if you could stop it that way. So, no, patrolling will not prevent it.
|
|
|
|