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You can 10 gate every game, and chrono out a lot. It puts on the early pressure, denies 6/7 pool every game (be sure to lay down a second gate and complete the wall). You can send your chrono'd lot to his base and poke at his drones, forcing him to make lings. If he FE'd/late pool, you can get a few drone kills as well. 10 gate also doesn't affect warpgate timing (although you do have to temporarily cut 1 probe).
If you didn't 10 gate, you can still win the battle with probe micro. Don't engage in chokes, try to get a surround, move away the weaker probes and let them recharge shields. Even if you lose a few probes, you can still be ahead in econ. Also, don't forget to produce probes while you are under attack.
With any build, you should build a lot when your resources allow it to complete a wall.
Also, 6/7 pool on a large 4p map is stupid. Zerg can only scout one base before the lings pop, and the travel distances are huge, giving you a massive advantage.
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Pull probes off gas, chrono boost zealots, wall off. Put up more gates/forges if they are targetting a part of your wall to stall
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Another crucial thing about workers vs zerglings: Do not engage the zerglings in your mineral line. The reason behind this is that in order to win, you need to surround the lings. The space in your mineral line is very restricted, and your probes will be fumbling around as they lose their mineralwalk abilities. Once your zealot is out, you can send some of your probes back to mining while a small pack of probes + the zealot chases the lings around and you build more zealots. Don't let them attack your pylon/probes! As long as you're chasing (and mining with at least 6 probes) and he's running away from you, you're winning.
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Just do a build that's safe against the early pools, or learn to defend a 6 pool with your normal opener. I'm terran, and a standard wall-in with the first depot at the ramp blocks a 6 pool on all maps, well maybe not steppes, but steppes suckz ballz anyways.
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Delay him until zealot comes out.
There is a few ways you can possibly fight him, but not advised. If you highlight every drone and right click minerals, they all stack up and walk through units for that. Do that and when they all go through the zerglings, then attack move (risky). You just need to not panic, once your zealot is out you can deal with it easily with some probes to help. (Do not let zealot fight alone) Also NEVER FIGHT IN A CHOKE unless you use the mineral trick to surround
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I hear the search function is pretty useful.
There was a topic on *exactly* this topic (6 pool on 4 player maps) less than a week ago.
Also, you don't need to change your build, you don't need to send out an extra scouting probe, you don't need to do anything at all if you get caught unaware other than not choke. Probes > 6pool.
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Lost 3 games yesterday b/c of late scouting. Man i hate zerg playing 6 pools so much
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If you scout with 2 probes, sending the second one to the last (fourth) base after the 1st one hits the second base and moves on to the third, then you will see zerg's build at around 2:20 mark in-game for Tal'darim Alter, the largest 1v1 map at the moment (slightly bigger than Typhon Peaks).
Zerglings will be at your base at 3:00 on Tal'darim Alter, which means you will have to build a chrono-boosted zealot ASAP and completely wall off with a temporary (constructing) second gateway as soon as you see the spawning pool come up. Make sure to rally the zealot INSIDE your base so that he doesnt appear next to the zerglings and get surrounded.
Once your zealot is built you can cancel your building gateway and immediately start another chrono-boosted zealot while taking probes off to fight with the zealot against the lings (about 6-8 probes, more if you are worried of losing).
The key here is that the early scout lets you wall with a second gateway, which the lings cannot kill until your zealot is out. Note that if they are attacking your already built gateway you should let your second gateway finish, otherwise you will be left with 0 gateways and 1 loss .
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figure out scouting timings for players and when you see the SCV in your base / in the field you should have a general idea of where he is.. this works for me like the majority of the time
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you should be able to deny the 6 pool fast enough by walling completely unless the person is random, and usually when i play toss i have enough time on maps where when i scout it(last), i can send out a probe or two (if im doing the 1 free space wall off) to the gap until my first zealot is out, make sure the zealot is rallyed behind the probes in the gap, and send your probes back to mining, making them pass through the zealot, now you just have to build up and slowly kill the lings 1v1 with your zealot, making sure your other parts of the wall doesnt fall. if you used a pylon as a part of the wall then you have less time to hold, but if it is a gate and cyber, you have enough time to get out a sentry before it breaks, and you wont need your zealot to run out of the gap
when you use pylons as a part of the wall with your gate, you either have to add additional parts to the wall else, micro you zealot in and out of the gap(make sure lings dont leak through) to take attack the lings(since most players don't want their lings to engage head on)
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I hope a pro or highlighted user can comment on this
I've personally never been able to beat 6 pool if I scout the Z's base last. A lot of people underestimate the power of 6 pool PvZ and make completely ridiculous suggestions (even masters).
Also, I'm not sure if the ovi check works. If the guy is 6 pooling, he can easily change the ovi timing while still know your location in time as lings pop.
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On March 26 2011 18:57 scythe755 wrote: I hope a pro or highlighted user can comment on this
I've personally never been able to beat 6 pool if I scout the Z's base last. A lot of people underestimate the power of 6 pool PvZ and make completely ridiculous suggestions (even masters).
Also, I'm not sure if the ovi check works. If the guy is 6 pooling, he can easily change the ovi timing while still know your location in time as lings pop.
lol!
"the power of 6 pool".
Of all the fast rush builds that are commonly used, 6pool is *by far* the weakest, because it is perfectly possible to hold and delay the lings until your zealot pops with just probes, making it the easiest cheese to beat.
Maybe the problem is not ridiculous suggestions, but the fact that when you're losing, it's not because 6pool is strong, but because your micro and decision making suck?
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Wasnt there a thread about this last week and the week before that and the...you know.
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Sending your probe out at 9 will prevent your opponent from setting up a 14 hatch and will scout in time for you to see if your opponent is 6 pooling, after which you can throw down another gateway and attack with probes in the choke at your ramp until your zealot comes out, after which it is pretty much gg.
Or 10 gate
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On March 26 2011 07:38 phisku wrote: 6 pooling on a 4 spawn pos map is retarded, First of all on every map with close air distance spawn you should always send a worker to check for any overlord, you'll scout the close fairly fast after and i think that in cross the time zergling would take is so long that you'll have the time to wall in.
opening with a 6pool against protoss with only 6lings into fast queen + powerdroning will make you ahead in drone count since they will make 2gateways/forge your able to kill the 2 gateways before the cannon is placed, means 300 minarals wasted doing this everytime against a protoss now and it works perfect!
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On March 27 2011 16:44 Skrag wrote:Show nested quote +On March 26 2011 18:57 scythe755 wrote: I hope a pro or highlighted user can comment on this
I've personally never been able to beat 6 pool if I scout the Z's base last. A lot of people underestimate the power of 6 pool PvZ and make completely ridiculous suggestions (even masters).
Also, I'm not sure if the ovi check works. If the guy is 6 pooling, he can easily change the ovi timing while still know your location in time as lings pop. lol! "the power of 6 pool". Of all the fast rush builds that are commonly used, 6pool is *by far* the weakest, because it is perfectly possible to hold and delay the lings until your zealot pops with just probes, making it the easiest cheese to beat. Maybe the problem is not ridiculous suggestions, but the fact that when you're losing, it's not because 6pool is strong, but because your micro and decision making suck?
Is it that I suck? Or is it that you are simply too ignorant to make an intelligent comment on the matter, just like most people.
http://us.battle.net/sc2/en/forum/topic/2267582318
Here is a 3.3k master (250 bonus pool, matched against 3.6k masters) having a lot of success exclusively doing 6/7 pool on ladder.
If you play above that level (maybe you are a top 200 player?) then I accept that people like me just suck and need to L2P. In which case please bestow upon us your wisdom.
I personally play at ~3.3-3.5k master level on NA. So it's perfectly reasonable that I am just a scrub.
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MrMoose
Canada176 Posts
I don't play protoss but I think I can contribute to this. I wouldn't go blind 10gate, ultra-early scout or double-scout because they will all put you behind if your opponent isn't going for a 6pool. Learn when an overlord scout from close air positions (maps like meta, shattered temple) arrives and scout for it.
If you hold off the rush without losing too many probes you will be ahead. So, focus on holding it off when you do scout it and how to follow-up for a free win. You said you can hold it 100% if scouted first, sometimes if you scout second. I would work on holding the rush when you scout it second to get that to 100% as well. Then, even if you scout it on your 3rd try 33% of the time, you will be ahead the rest of the time and if you're playing well afterwards you will win all of those for a 67% winrate overall vs 6pool which is pretty good. Unless they introduce 5/6 player maps into the 1v1 mappool
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Yeah he wasn't talking about Team games cause if he was and 2 zerg 6 pooled you it doesn't really matter when you scout if you don't open 10 gate or forge and you get 6 pooled no amount of allies will help (maybe a shared base? or an early pool on your side). Still a little map dependent, but still fucking retarded on blizzards part (don't even get me started on random people doing this).
1v1 you *should*(people have mentioned before if you get a zeal out and some probes in good position its pretty easy to handle) probably just wall off completely once you see it. It sucks to wall off like that as a toss, but if you hold their rush and have more workers afterwards you have put yourself in a great spot. I'd suggest watching the replays of all the 6 pools you can, look at their worker count and yours the whole game, it should be pretty helpful because then when you get 6 pooled in the future you will know exactly the position they are in and you shouldn't have to worry about what he has or doesn't when he still has map presence.
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I watched huk perform a perfect counter to the 6pool (may have been an 8 pool?) on his stream the other day. He dropped a 10 gate and scouted the 1st of 3 other spawn locations. Didn't see anything on the first scout so dropped another gate in the wall. he scouted the early pool so then he canceled the 2nd gate and made a forge in its place. By this time he was able to chrono a zel out of the 1st gate and drop a cannon at the back of the wall (17/18 food atm)... zel held for a short time before it was overrun by lings and at that point he walled off with a pylon. cannon was able to clean up the lings that wanted to sacrifice themselves to do damage to shields. followed it up with 3gate blink stalkers -> expand.
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