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5 Zealot 8 Stalker rush - Page 4

Forum Index > StarCraft 2 Strategy
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whomybuddy
Profile Joined August 2010
United States620 Posts
November 23 2010 18:46 GMT
#61
Wonder if his so call timing push is related to stop making workers at 16-19 and massing up as much units as you can and do a timing push while other guy keeps on making workers and expand.
Roaches all the way way way.
traca
Profile Joined October 2010
146 Posts
November 23 2010 18:54 GMT
#62
yeah definitely need to see a replay of this
kzn
Profile Blog Joined June 2007
United States1218 Posts
November 23 2010 19:07 GMT
#63
I got 7 stalkers 5 zealots at 6:27, I suspect that the "simplification" posted actually costs some time.

http://img695.imageshack.us/img695/1244/screenshot2010112314040.jpg

I can upload the replay if you really want, but its not very interesting.
Like a G6
goldenwitch
Profile Joined August 2010
United States338 Posts
November 23 2010 19:14 GMT
#64
The simplification does cost some time and there is a lot of little tricks here and there that make a big difference to the total time(ie. mining from the close minerals first like jinro does or building your buildings next to your nexus)

Thanks for the screeny, I'll add that to the OP
kzn
Profile Blog Joined June 2007
United States1218 Posts
November 23 2010 19:16 GMT
#65
One thing that absolutely will slow the build down is that the optimizer seems to operate on a "1 probe = x minerals/sec" assumption, instead of "1 probe = x minerals/5sec" assumption - right at the end of the build order it transfers workers off gas to minerals for 1 second total and gets 3 extra minerals out of that, but you could never do it ingame.
Like a G6
ReachTheSky
Profile Joined April 2010
United States3294 Posts
November 23 2010 19:28 GMT
#66
This is very very interesting. I wonder if stuff like this will pop up for other races...
TL+ Member
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 23 2010 19:38 GMT
#67
All of this is really pretty much useless unless you compare it with the current 4 gate standard. You say it blows 4 gate pushes out of the water, but I still have a hard time believing that. This 3 gate build might get you the largest army possible at 6:30, but could a 4 gate army be perhaps bigger at 5:30?

You are taking Huk's words too literally without trying to understand any context. What's so good about 5 zealots and 8 stalkers? It seems pretty arbitrary to me, and anyone can use the build order optimizer to get the fastest x army at some y point in time. Is that 6:30 timing suppose to hit right before the first immortal comes out in a 3 gate robo build or something? (I made that up, but you get the idea)

The current "optimized" build order for this looks just like any other warpgate rush where you cut probes. We already know it's strong. What's so special about this particular one?
Arolis
Profile Joined October 2010
United States496 Posts
November 23 2010 19:51 GMT
#68
On November 24 2010 03:34 Knickknack wrote:
I'd challenge anyone to show an actual replay where they have 8stalker/5zealot around 6:15 with ~19probes instead of just saying the build optimizer says so.

Do these programs even take into account things like the minerals lost from scout probe, probes off minerals to warp buildings? Plus they can add some odd factors such as make all zealots before any stalkers.

From what I have seen of these build optimizers expect to add ~15seconds to a build like this.
So in a real scenario expect 8stalker/5zealot ~6:30, and even slower when you factor in tiny inefficiencies that most will make. Point is, take the build optimizers as a guide to a build, not the final word. Still a strong timing attack, but not the absolute monster of a build one might be lead to believe.

I agree with this sentiment but I have a different idea. This is a build that Huk specifically mentioned he had a tough time dealing with on the Korean server. So there should to be replays of this in action. Download a bunch of recent Korean PvP's, don't watch any that are over 10 minutes, and the ones that are under 10 minutes watch at x8. If one of the most agressive top level non-Korean Protoss players says he's having trouble against this build, it has to exist in a replay.
oZii
Profile Blog Joined May 2010
United States1198 Posts
November 23 2010 19:56 GMT
#69
I don't understand where people are saying 11 gas and 14 gate when the optimized version in the op says 12 gate 15 gas
goldenwitch
Profile Joined August 2010
United States338 Posts
November 23 2010 19:58 GMT
#70
There was previously a less optimized version ozii. By changing it to a 12 gate 15 gas, the BO optimizer managed to squeeze out 5 extra probes.
kzn
Profile Blog Joined June 2007
United States1218 Posts
Last Edited: 2010-11-23 19:59:38
November 23 2010 19:59 GMT
#71
I beat my time!

8s5z + 24 probes @ 6:39

http://img823.imageshack.us/img823/9431/screenshot2010112314574.jpg

(no simulated scouting)

[edit] Had 7s5z @ like 6:17
Like a G6
oZii
Profile Blog Joined May 2010
United States1198 Posts
November 23 2010 20:03 GMT
#72
On November 24 2010 04:58 goldenwitch wrote:
There was previously a less optimized version ozii. By changing it to a 12 gate 15 gas, the BO optimizer managed to squeeze out 5 extra probes.


Ahh ok thanks for the clarification. So with the 5 zealots 7 stalkers this is right as your warpgate tech is finished? Or is this including the first round of units from warpgate? and On 3 gates also? Just want to clarify somethings before I go in to try this out.
whoopadeedoo
Profile Joined June 2010
United States427 Posts
November 23 2010 20:03 GMT
#73
This what I was afraid of starting in beta. SC2 is going to come down to optimized, complicated rush builds with all the new mechanics. When these become the strat de jour, a natural counter will become the other strat de jour until another gimmicky build comes along and starts a new cycle. The more I play SC2, the more I'm realizing the game play is fatally flawed compared to BW.
LynxKerr
Profile Joined August 2010
Canada173 Posts
November 23 2010 20:05 GMT
#74
Can we get a damn replay already? Jesus man I sort through these questionable theorycrafting threads hoping for something tangible and half the time its just not there.

I wanna see the beast in action.
Get busy livin', or get busy dyin'
blabber
Profile Blog Joined June 2007
United States4448 Posts
November 23 2010 20:11 GMT
#75
On November 24 2010 05:03 whoopadeedoo wrote:
This what I was afraid of starting in beta. SC2 is going to come down to optimized, complicated rush builds with all the new mechanics. When these become the strat de jour, a natural counter will become the other strat de jour until another gimmicky build comes along and starts a new cycle. The more I play SC2, the more I'm realizing the game play is fatally flawed compared to BW.

I think it's already established that BW is better and more fun than SC2 (at least among BW players). Right now it's just a matter of making SC2 tolerable enough that people are willing to spend time on it
blabberrrrr
Lucius2
Profile Joined June 2010
Germany548 Posts
November 23 2010 20:15 GMT
#76
+1 for replay, even if its only vs ai
Bangduck
Profile Joined October 2010
Netherlands13 Posts
November 23 2010 20:18 GMT
#77
On November 24 2010 05:11 blabber wrote:
Show nested quote +
On November 24 2010 05:03 whoopadeedoo wrote:
This what I was afraid of starting in beta. SC2 is going to come down to optimized, complicated rush builds with all the new mechanics. When these become the strat de jour, a natural counter will become the other strat de jour until another gimmicky build comes along and starts a new cycle. The more I play SC2, the more I'm realizing the game play is fatally flawed compared to BW.

I think it's already established that BW is better and more fun than SC2 (at least among BW players). Right now it's just a matter of making SC2 tolerable enough that people are willing to spend time on it


The game has been out for like what, a few months? And you're already complaining about BW being better?

How long did it take for BW to full develop itself to it's current form with tactics?


Quit your whining and stay on track of the topic, wich is not about wether BW or SC2 is more fun even though comparisons are really -not- suitable at the age of this game.
escobari
Profile Joined July 2010
Finland192 Posts
November 23 2010 20:19 GMT
#78
Well, when testing korean warp gate (with gas) fastest I got warpgate ready was 5:12, now add 2x warp-ins - minute later, you get 10 units. So if you delay warpgate little it adds up just normally.
brn4meplz
Profile Joined February 2010
Canada98 Posts
November 23 2010 20:19 GMT
#79
On November 24 2010 05:11 blabber wrote:
Show nested quote +
On November 24 2010 05:03 whoopadeedoo wrote:
This what I was afraid of starting in beta. SC2 is going to come down to optimized, complicated rush builds with all the new mechanics. When these become the strat de jour, a natural counter will become the other strat de jour until another gimmicky build comes along and starts a new cycle. The more I play SC2, the more I'm realizing the game play is fatally flawed compared to BW.

I think it's already established that BW is better and more fun than SC2 (at least among BW players). Right now it's just a matter of making SC2 tolerable enough that people are willing to spend time on it


SC/BW went through the same cycle. I don't know why people are assuming SC2 will be perfectly hammered out on release.

As to the rush, It looks scary. Especially the difficult to scout part, but I only find it scary when I add in the meat shield of all your probes. and thats definitely an All-in
Give a man a fire keep him warm for a while. Light a man on fire, keep him warm for life.
iSTime
Profile Joined November 2006
1579 Posts
Last Edited: 2010-11-23 20:32:07
November 23 2010 20:30 GMT
#80
I don't see what the big deal is... there are so many variants of 4 gate and so many good players doing it that I would be extremely surprised if someone like KiWiKaKi or even just a strong diamond player who 4 gates a lot (for example, OptikZero) hasn't already come up with something similar.

I have a 3 gate expand build that gets 6 stalkers+1 zealot+25 probes at 6:00 and puts down a nexus at 6:13. Even with throwing down a nexus, this means I have 8 stalkers+2 zealots+26 probes at 6:32, with 50 energy on my main nexus. People are taking this build order optimizer (which I have never used) and "omg sc2 is just complicated build order memorizing" stuff way too far, it really makes a negligible difference compared to micro/macro/unit positioning.
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