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[D] Stalker rush - 5 stalkers at 5 mins - Page 2

Forum Index > StarCraft 2 Strategy
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All.In
Profile Joined August 2010
United States214 Posts
November 15 2010 01:19 GMT
#21
so are you supposed to cut probe production at 12?
It is what it is
creamwolf
Profile Joined September 2010
United States48 Posts
Last Edited: 2010-11-15 01:22:42
November 15 2010 01:22 GMT
#22
On November 15 2010 10:14 McMonty wrote:
Show nested quote +
On November 15 2010 10:04 creamwolf wrote:
I tried this to some variation ( 1500 diamond, but i play vs 1700-1900 ), i lost too all but 1 really really really really nooby terran that built 3 supply depots at the beginning -_-.


I call BS. No way that one of your 1700-1900 level opponents opened 3 supply depots.


http://www.sc2replayed.com/replays/104972-1v1-terran-protoss-metalopolis

http://sc2ranks.com/us/1140026/Vimm
i ez ur shit
ccJroy
Profile Joined April 2010
United States483 Posts
November 15 2010 01:22 GMT
#23
Done by nony?

Or a similar build was done by nony (liquid tyler).

Basically 10 gate, 13 gas, 15 cyber, 20 gate, 28 gas, and poke with 2-4-6 stalkers.

Gives 4 gate a hard time because it isnt done in time and usually has less unit count.
Lol Rly?
Warp
Profile Joined August 2010
United States166 Posts
November 15 2010 01:24 GMT
#24
On November 15 2010 09:53 KaoReal wrote:
Well I took this build into customs, and the only person it worked on was a bronze terran. Vs. the protoss, he managed to get an immortal out, which i killed, but he took out too many of the initial stalkers. Vs. zerg they just made zerglings off a FE. Theres no way to micro against them without losing the proxy pylon from what I can tell. The terran rallied rines at me which was no problem. Then i got to his ramp and he had 2 rauders which 5 stalkers clean up easliy.


an immortal.. really?

I love this build cuz its just liek the 3rr <3 Love that cheese
"nothing supscious going on here" - Camille Cavour aka Chris Loranger aka HuK the beast
Dudemeister
Profile Joined July 2010
Sweden314 Posts
November 15 2010 01:25 GMT
#25
On November 15 2010 09:53 KaoReal wrote:
Well I took this build into customs, and the only person it worked on was a bronze terran. Vs. the protoss, he managed to get an immortal out, which i killed, but he took out too many of the initial stalkers. Vs. zerg they just made zerglings off a FE. Theres no way to micro against them without losing the proxy pylon from what I can tell. The terran rallied rines at me which was no problem. Then i got to his ramp and he had 2 rauders which 5 stalkers clean up easliy.


How could he have an immortal out? Even if he rushed it with 10gate he should not get it until 5:30-6:00.
Dudemeister
Profile Joined July 2010
Sweden314 Posts
November 15 2010 01:26 GMT
#26
On November 15 2010 10:19 Odyssey.561 wrote:
so are you supposed to cut probe production at 12?


Yes, 12 probes is enough to support constant stalkers and pylons.
DaemonX
Profile Joined September 2010
545 Posts
November 15 2010 01:36 GMT
#27
Would def catch zergs with pants down.
quarkle
Profile Joined October 2010
United Kingdom92 Posts
November 15 2010 01:57 GMT
#28
Interesting build that looks pretty aggressive to me.
of course if its well scouted it can be shut down but then everything thats well scouted gets shut down to a certain degree. but not all players scout perfectly. in that respect it has potential to cause trouble.

not sure it fairs well against a 3 rax (2x tech 1x reactor) build though.
by the time the toss makes it to the top of the ramp there's a terran welcoming party already in place.
...recovery thereafter looks mighty grim.
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2010-11-15 02:47:51
November 15 2010 02:10 GMT
#29
1. The build fits together, so good job. ~5:00 is the best possible time though. You are not going to get 4:47.

2. Comparable to 8p, 10gate, 12gas, 13core+gate in BW. There is a thread on the topic pvt long time ago, but I cant find it easily. Can catch a lot of people with pants down, but I suspect as long as opponent scouts it fast enough, cuts workers right away and masses unit+uses worker to hold off they should be able to hold and end up with slightly better economy...which is exactly the way the game should be.

But starting with 6workers+warpin probably makes this stronger than comparable bw play, so interesting to see how races will respond to this.
| www.ArtofProtoss.vze.com |
Sid(TB)
Profile Blog Joined February 2010
United States314 Posts
November 15 2010 02:14 GMT
#30
just thought i'd chime in, so after seeing this, being a super non cheesy player i figured i give it a shot, see how it feels.

it feels awsome and awards great micro especially vs zergs, tested vs 2 2200+ zergs, one being 2400 and vs anything other than 12 pool or earlier, u have a strong chance of winning the game out right, or at the very least sniping queens and overall controlling the game.

no replays, they asked me not to, and since i dont cheese in ladder its gonna hafta wait till i play with different friends who dont mind uploads xD

gl everyone, not sure why so many negatives, works great vs zerg, and hits before tech lab is up vs terrans. alot of terrans past 2200 dont wall off, and just rax close to CC in which case its almost GG if not scouted in time and even if it is, bunkers are the only response and stalker work well vs 1 bunker with just marines. vs toss its iffy, i havnt tested it yet but if it hits before a 2nd sentry, u should almost win every time, as they'd prob go 2 gate before cyber if they scout ur super fast gate way with a 9 scout.
rEAdY tO bE iNfEcTeD?
Barook
Profile Joined July 2010
Germany143 Posts
November 15 2010 02:15 GMT
#31
On November 15 2010 10:26 Dudemeister wrote:
Show nested quote +
On November 15 2010 10:19 Odyssey.561 wrote:
so are you supposed to cut probe production at 12?


Yes, 12 probes is enough to support constant stalkers and pylons.

Just because you could doesn't mean you should.

+ Show Spoiler +
0:02.00: 50M 0G 0E 6/ 10S - Build Probe
0:19.00: 73M 0G 10E 7/ 10S - Build Probe
0:36.00: 106M 0G 19E 8/ 10S - Build Probe
0:44.10: 100M 0G 24E 9/ 10S - Build Pylon
1:10.03: 150M 0G 38E 9/ 18S - Build Gateway
1:18.96: 50M 0G 43E 9/ 18S - Build Probe
1:18.96: 0M 0G 43E 10/ 18S - Chrono Nexus
1:30.29: 71M 0G 25E 10/ 18S - Build Probe
1:42.96: 110M 0G 32E 11/ 18S - Build Probe
1:45.11: 75M 0G 33E 12/ 18S - Build Assimilator
1:59.96: 114M 0G 41E 12/ 18S - Build Probe
2:15.03: 192M 0G 50E 13/ 18S - Build Cybernetics Core
2:15.11: 42M 0G 50E 13/ 18S - Move Probe To Gas
2:15.11: 42M 0G 50E 13/ 18S - Move Probe To Gas
2:16.96: 54M 3G 51E 13/ 18S - Build Probe
2:16.96: 4M 3G 51E 14/ 18S - Move Probe To Gas
2:33.96: 117M 35G 60E 14/ 18S - Build Probe
2:50.96: 199M 67G 70E 15/ 18S - Build Probe
2:51.07: 150M 67G 70E 16/ 18S - Build Gateway
3:05.03: 111M 94G 78E 16/ 18S - Chrono Cybernetics Core
3:05.03: 111M 94G 53E 16/ 18S - Research Warpgate
3:07.96: 86M 49G 55E 16/ 18S - Build Probe
3:14.98: 100M 63G 59E 17/ 18S - Build Pylon
3:25.03: 86M 82G 64E 17/ 18S - Chrono Cybernetics Core
3:31.58: 150M 94G 43E 17/ 18S - Build Gateway
3:45.03: 127M 120G 50E 17/ 26S - Chrono Cybernetics Core
3:45.03: 127M 120G 25E 17/ 26S - Build Stalker
3:57.49: 125M 94G 32E 19/ 26S - Build Stalker
4:02.54: 50M 53G 35E 21/ 26S - Build Probe
4:05.03: 25M 58G 37E 22/ 26S - Chrono Cybernetics Core
4:12.64: 100M 72G 16E 22/ 26S - Build Pylon
4:19.54: 64M 85G 20E 22/ 26S - Build Probe
4:28.67: 107M 103G 25E 23/ 26S - Chrono Cybernetics Core
4:36.54: 190M 118G 4E 23/ 26S - Build Probe
4:39.58: 173M 124G 6E 24/ 34S - Convert Gateway To Warpgate
4:39.58: 173M 124G 6E 24/ 34S - Convert Gateway To Warpgate
4:49.58: 285M 143G 12E 24/ 34S - Convert Gateway To Warpgate
4:49.58: 285M 143G 12E 24/ 34S - Build Stalker
4:49.58: 160M 93G 12E 26/ 34S - Build Stalker
4:59.58: 148M 62G 17E 28/ 34S - Build Stalker

Waypoint 1 satisfied:
5:04.58: 81M 21G 20E 30/ 34S
Buildings: 1 Nexus 1 Assimilator 3 Pylon 3 Warpgate 1 Cybernetics Core
Units: 20 Probe 5 Stalker
Upgrades: Warpgate

The build order optimizer isn't optimized for workers yet. You can easily get away with an almost normal worker count while still executing the strategy. In theorie, you can get 5 Stalkers and 3 Warpgates at the 5 minute mark with ca. 20 workers. Sounds alot healthier than going complete all-in with 12 workers.

"Blink is pretty good, it helps your Stalkers to die quicker."
OriginalBeast
Profile Joined September 2010
United States709 Posts
November 15 2010 02:17 GMT
#32
I dont see this working, sorry.

My problem is this, sentries are sooo easy to get that I can FF the ramp, I would know that you are building a proxy if you bring a probe into my base with your build. So I think it would play out as you sending 5 stalkers up my ramp. I ff it to keep some in and some out. pull the in stalkers further in my base as to no be shot by low ground stalkers. continue warping in, and eventually swing the lead in my favor, maybe I have to pull some probes... maybe I dont.

TL said that I should be constructive with my posts so Ill add this. Sacing eco Is never a good Idea, SC2 is an economy game. More units are always the thing to have, yes, but I feel its not a viable thing to do because there is little fallback plan.

I play protoss and have lost to 7rr, I know how that one feels. I however have crushed a 7rr with getting 1 gate then 1cyber then 1 stargate then my second gateway, making the units I had money for. I spent no cronoboost on warpgate, instead spent it all on probes. (gassed at 14 and at 3/4ths cyber core completion.)
More gg, more skill.
ubik101
Profile Joined November 2010
1 Post
November 15 2010 02:18 GMT
#33
I tried this and won a game with it. However, I was not able to keep constant stalker production after the first 7 or so because of gas shortage, so I had to mix in zealots. Is this expected with this build?
Chronicle
Profile Joined September 2010
161 Posts
November 15 2010 02:32 GMT
#34
This works really well in PvP and PvT but in PvZ its not that good. If they scout it (and they will) then all they have todo is mass speedlings to defend it, or run lings into your base unless you wall yourself in using the pylon + 2gate + cyber. If you can catch the zerg as hes droning though just run in snipe the overlords and its pretty effective.

Even met some guy twice in a row so he was expecting me todo it, and went defensive 2gate mass zealots. Won as I was able to kite the zealots to keep in his base, cut stalkers and get DT's. It works like Gnails old 2 stalker rushing, killing units for the snowball effect but stronger.

With good micro because of the constant production you do not even notice the econ sacrifice. Better than using zealots by a long stretch.
Liquid'Tyler is short for Liquid'Tylenol
Keilah
Profile Joined May 2010
731 Posts
November 15 2010 02:56 GMT
#35
People are forgetting that in PvZ you will always have at least a little while to harass with stalkers before speedling research finishes. I'd rather go for 2gate chrono stalkers though, so you can abuse that window to the maximum.
DrQton
Profile Joined September 2010
United States17 Posts
November 15 2010 03:03 GMT
#36
i think this could work in pvz actually wouldn't it be just as effective to get out 2 zealots for a quick 3 stalker 2 zealot push at the 5 minute mark
the void ray is just a giant drill
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2010-11-15 03:07:54
November 15 2010 03:07 GMT
#37
This will be hilarious in 2 vs 2 must try now.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
GinDo
Profile Blog Joined September 2010
3327 Posts
November 15 2010 03:17 GMT
#38
On November 15 2010 12:07 Antisocialmunky wrote:
This will be hilarious in 2 vs 2 must try now.


in a 4 v 4 you can like 20 stalker Rush
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
noD
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2010-11-15 04:05:35
November 15 2010 04:01 GMT
#39
actually after 1 BILLION and a half games i found out a better BO
9 pylon 9 gate ...
LESS THAN 5 MINUTES =D
Edit2: I actually forgot the app turned on while playing, noticed some gpu lags but never imagined it was it =X
Edit3: And 13 probes instead of 12 ...

0:02.00: 50M 0G 0E 6/ 10S - Build Probe
0:19.00: 73M 0G 10E 7/ 10S - Build Probe
0:36.00: 106M 0G 19E 8/ 10S - Build Probe
0:44.10: 100M 0G 24E 9/ 10S - Build Pylon
1:10.03: 150M 0G 38E 9/ 18S - Build Gateway
1:18.96: 50M 0G 43E 9/ 18S - Build Probe
1:35.96: 107M 0G 53E 10/ 18S - Build Probe
1:38.69: 75M 0G 54E 11/ 18S - Build Assimilator
1:52.96: 98M 0G 62E 11/ 18S - Build Probe
2:08.69: 170M 0G 71E 12/ 18S - Move Probe To Gas
2:08.69: 170M 0G 71E 12/ 18S - Move Probe To Gas
2:08.69: 170M 0G 71E 12/ 18S - Move Probe To Gas
2:15.03: 208M 12G 75E 12/ 18S - Build Cybernetics Core
2:30.68: 150M 42G 84E 12/ 18S - Build Gateway
3:05.03: 211M 107G 100E 12/ 18S - Chrono Cybernetics Core
3:05.03: 211M 107G 75E 12/ 18S - Build Stalker
3:05.03: 86M 57G 75E 14/ 18S - Research Warpgate
3:25.03: 163M 45G 86E 14/ 18S - Chrono Cybernetics Core
3:35.68: 230M 65G 67E 14/ 18S - Build Stalker
3:45.03: 165M 33G 73E 16/ 18S - Chrono Cybernetics Core
3:53.95: 221M 50G 53E 16/ 18S - Build Stalker
3:54.54: 100M 1G 53E 18/ 18S - Build Pylon
4:05.03: 59M 21G 59E 18/ 18S - Chrono Cybernetics Core
4:20.26: 156M 50G 42E 18/ 26S - Build Stalker
4:23.28: 50M 6G 44E 20/ 26S - Build Probe
4:25.03: 11M 9G 45E 21/ 26S - Chrono Cybernetics Core
4:33.92: 68M 26G 25E 21/ 26S - Chrono Gateway
4:38.36: 96M 34G 3E 21/ 26S - Convert Gateway To Warpgate
4:48.36: 164M 53G 8E 21/ 26S - Build Stalker

Waypoint 1 satisfied:
4:53.36: 74M 13G 11E 23/ 26S
Buildings: 1 Nexus 1 Assimilator 2 Pylon 1 Gateway 1 Warpgate 1 Cybernetics Core
Units: 13 Probe 5 Stalker
Upgrades: Warpgate
Chronicle
Profile Joined September 2010
161 Posts
November 15 2010 04:59 GMT
#40
You'll be amazed how effective this is by skipping 1 single stalker, getting 4 instead of 5. You can warp in stalkers to contain while getting out a void ray or DT within the next 2 minutes, or expand at the same time.

So yeah upon further inspection, 4 stalkers is better than 5.
Liquid'Tyler is short for Liquid'Tylenol
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