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[G] A Smarter Protoss Wall-In? - Page 3

Forum Index > StarCraft 2 Strategy
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Gecko
Profile Joined August 2010
United States519 Posts
February 19 2011 17:54 GMT
#41
Maybe you could pull probes to help against the drone abuse? I mean if Z pulled drones he is all-in anyways.
LtOin
Profile Blog Joined July 2010
Belgium19 Posts
February 19 2011 18:12 GMT
#42
If I don't see any really early zerg aggression I like using two gates in stead of the cyb core in my wall. Best to have your tech safe!
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2011-02-19 18:16:32
February 19 2011 18:13 GMT
#43
I used to do this walloff, (see here)but I stopped doing it after the roach range upgrade, because it became impossible to shoot at the roaches attacking your building without coming down your ramp. Now I actually prefer the style where you leave a gap between the building and the ledge, since it means I can put more units on my ramp to attack anything below it.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
Kazzabiss
Profile Joined December 2010
1006 Posts
February 19 2011 18:16 GMT
#44
How are you going to have a finished Core out by the time a sixpool comes?
ALL ABOARD THE INTERNET BANDWAGON
Musketeer
Profile Joined August 2010
142 Posts
February 19 2011 18:17 GMT
#45
You don't need to pylon to do it; it works between the corner of the core and the gateway, but you need to be completely sure your zealot is in the right spot. It's less susceptible to baneling busts, and you can complete the wall later with your second gate. Haven't tried it on all maps, since I usually just use the pylon.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
February 19 2011 18:26 GMT
#46
On February 20 2011 03:16 Kazzabiss wrote:
How are you going to have a finished Core out by the time a sixpool comes?


In the OP there are pictures of a full gateway wall off if you scout a 6pool. I don't see how you read the OP but still make such a comment.

I think the only issue is as stated before. The drone/ling all in but that's not really a common thing seen so I don't know if it is a real issue?
uuurbAn
Profile Joined November 2010
United States16 Posts
February 19 2011 18:32 GMT
#47
commence bane busts of the protoss. =p
AbeToss
Profile Joined September 2010
United States60 Posts
February 19 2011 18:33 GMT
#48
On February 20 2011 03:13 GoldenH wrote:
I used to do this walloff, (see here)but I stopped doing it after the roach range upgrade, because it became impossible to shoot at the roaches attacking your building without coming down your ramp. Now I actually prefer the style where you leave a gap between the building and the ledge, since it means I can put more units on my ramp to attack anything below it.


Nice! I was looking for other threads with this wall-in but didn't find yours because I didn't search for "sim city" =P.

I don't have any problem ranging roaches from behind my wall, but I haven't meticulously tested this with other maps. Could you provide some examples? Pictures are best =].
Jayrod
Profile Joined August 2010
1820 Posts
February 19 2011 18:50 GMT
#49
On February 20 2011 03:32 uuurbAn wrote:
commence bane busts of the protoss. =p

yes please
Divine-Sneaker
Profile Joined August 2010
Denmark1225 Posts
February 19 2011 18:51 GMT
#50
That's pretty smart.
Might need to practice the placement a bit so I can do it when facing whatever weird cheesy zerg play I can't figure out.
AbeToss
Profile Joined September 2010
United States60 Posts
February 19 2011 18:55 GMT
#51
On February 20 2011 03:50 Jayrod wrote:
Show nested quote +
On February 20 2011 03:32 uuurbAn wrote:
commence bane busts of the protoss. =p

yes please


It's called force field. Think about it, if banelings can't hit your pylon they'll go for your zealot instead. Even so that's not the point, baneling busts really aren't an issue against Protoss in the first place. I'd rather my opponent go banelings than practically anything else in this match-up.
Mystogun
Profile Blog Joined January 2011
United States392 Posts
February 19 2011 18:56 GMT
#52
On February 19 2011 17:00 Gooey wrote:
I also use a different walloff, although not like this one. The way I wall off allows you to be protected from both cheese and standard ling pokes as usual.

Ends up looking like this:

+ Show Spoiler +
[image loading]


You will have the minerals to start your pylon before the zealot pops out to wall off for a standard 14 pool, and also have the 3x3 space to drop a forge to wall off any super early pool (or another gateway if you prefer). The great part is that you can wall off with high HP buildings that buy plenty of time for warpgate to finish. The cyber core is far enough back that it cannot be picked off by roaches, leaving only gateways (or if you need the panic forge) exposed. It can't be baneling busted easily either, even though the pylon seems like a weak point. You can prevent this by just building another one behind it and stuffing more zealots into the little hole (or just use sentries and laugh like I do? idk).

I haven't had any problems ever with this wall, and can stop any and all cheese zerg can do. I have tried every combo, and this is absolutely the safest wall for a standard ramp.


This wall still lets your zealot get killed by roaches though, so it's different. The important thing about the wall OP is posting is that Zealots don't get hit by roaches
"What I'm sayin' is that there are known knowns and there are known unknowns, but there's also unknown unknowns, things that we don't know we don't know." | SC2: NoiSe.730 | LoL: Galladiator
DeminRamst
Profile Joined January 2011
Australia13 Posts
February 19 2011 19:48 GMT
#53
Can the OP list which map/map positions this wall off doesn't work in? Bottom spawn DQ has some problems for example if I remember correctly.
Gooey
Profile Joined September 2010
United States944 Posts
February 19 2011 19:50 GMT
#54
On February 20 2011 03:56 [NoiSe] wrote:
Show nested quote +
On February 19 2011 17:00 Gooey wrote:
I also use a different walloff, although not like this one. The way I wall off allows you to be protected from both cheese and standard ling pokes as usual.

Ends up looking like this:

+ Show Spoiler +
[image loading]


You will have the minerals to start your pylon before the zealot pops out to wall off for a standard 14 pool, and also have the 3x3 space to drop a forge to wall off any super early pool (or another gateway if you prefer). The great part is that you can wall off with high HP buildings that buy plenty of time for warpgate to finish. The cyber core is far enough back that it cannot be picked off by roaches, leaving only gateways (or if you need the panic forge) exposed. It can't be baneling busted easily either, even though the pylon seems like a weak point. You can prevent this by just building another one behind it and stuffing more zealots into the little hole (or just use sentries and laugh like I do? idk).

I haven't had any problems ever with this wall, and can stop any and all cheese zerg can do. I have tried every combo, and this is absolutely the safest wall for a standard ramp.


This wall still lets your zealot get killed by roaches though, so it's different. The important thing about the wall OP is posting is that Zealots don't get hit by roaches


Once again, I already said that if the 3 roach all-in thing comes that the OP is specifically designing his wall to prevent, I have tested multiple times that a 3 building complete walloff will stop it every single time and let you get ahead every single time, while still providing a normal (and safer) walloff. OP also puts his core in harms way, which is the most important structure to stop this all in. You have to chrono out units to stall for warpgate tech (chrono on tech will result in death). This is 100% scoutable and easily stopped if you practice what to do and know how to defend it.
www.twitch.tv/Thatgooey
AbeToss
Profile Joined September 2010
United States60 Posts
February 19 2011 20:01 GMT
#55
On February 20 2011 04:48 DeminRamst wrote:
Can the OP list which map/map positions this wall off doesn't work in? Bottom spawn DQ has some problems for example if I remember correctly.


Your right, you can't wall-in like this in the bottom right spawn of Delta Quadrant. You even have to adjust the standard wall-in in that spawn location, which is pretty easy to screw up . That ramp is a bit fucked up in my opinion since you have to expose the back side of one your buildings in order to wall in. Either way I'll add it to the OP. If anyone else finds any maps where this wall-in is not possible, just let me know.
TardiS
Profile Joined February 2011
United States5 Posts
February 19 2011 20:03 GMT
#56
Great job OP! Thanks for contributing another tool to the community. I will test this out a bit tonight and let you know how it works for me.
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 19 2011 20:09 GMT
#57
mmm that looks nice as you can kill the pylon afterwards to open up your ramp more. So you won*t have this mass ovi drop issue into the main base anymore. I still prefer my unit only ramp block though
KoshkaTV
Profile Joined October 2010
United States430 Posts
Last Edited: 2011-02-19 20:20:32
February 19 2011 20:20 GMT
#58
*removed
www.KoshkaTV.com
Farmerz
Profile Joined January 2011
39 Posts
February 19 2011 20:31 GMT
#59
I, apparently opposed to all others, am rather full of doubts. My thoughts about that build are

1) rather exposed pylon, as you mentioned already
2) 6 pool / 7 pool is defended easily anyways, noneed to make it "easier", because you kinda cannot lose to it anyways
3) on almost no standard map you have such a ramp. Usually you have a normal edge and an edge in another angle, so you can always build your buildings avoiding the normal edge. Doing that mb only 1 Roach is attacking your zealot.
4) you don't really block the ramp, because hes able to let many roaches go up the ramp and only then getting blocked by your buildings. that means more roaches can attack your buildings / units, because they are not all clustered up on the ramp
5) besides all that negative aspects, if a zerg goes ling/roach allin on 1 base, you most likely have sentry and stalkers about to pop anyways, or even your warpgate upgrade, so noneed to risk all facts that I mentioned just to have a slight advantage for 1 scenario

but I still like it that people are trying to figure out detailed advantages, keep up the work!
Pebbz
Profile Joined October 2010
United States84 Posts
February 19 2011 20:54 GMT
#60
On February 20 2011 05:31 Farmerz wrote:
I, apparently opposed to all others, am rather full of doubts. My thoughts about that build are

1) rather exposed pylon, as you mentioned already
2) 6 pool / 7 pool is defended easily anyways, noneed to make it "easier", because you kinda cannot lose to it anyways
3) on almost no standard map you have such a ramp. Usually you have a normal edge and an edge in another angle, so you can always build your buildings avoiding the normal edge. Doing that mb only 1 Roach is attacking your zealot.
4) you don't really block the ramp, because hes able to let many roaches go up the ramp and only then getting blocked by your buildings. that means more roaches can attack your buildings / units, because they are not all clustered up on the ramp
5) besides all that negative aspects, if a zerg goes ling/roach allin on 1 base, you most likely have sentry and stalkers about to pop anyways, or even your warpgate upgrade, so noneed to risk all facts that I mentioned just to have a slight advantage for 1 scenario

but I still like it that people are trying to figure out detailed advantages, keep up the work!


1) forcefields
2) wait.. you want to be LESS safe?
3) 1 roach attacking my zealot will make me lose
4) forcefields
5) forcefields
Low APM is the cure to carpal tunnel.
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