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United Arab Emirates137 Posts
First Topic woo hoo!
I can defend a 6 pool when I know it's coming.
On bigger maps, if I scout him first and see early pool, I wall up and canon np.
If I scout him second I have less chance of holding it.
If I scout him last I die.
I also have a similar problem defending canon rush when I don't scout it until 2:40 because of unlucky scout.
Is there any ways other than what I've come up with below that better players might suggest.
10 gating against Zerg every game to deny possibility of 6/7 pool
or
sending out a probe straight away, or a 2nd slightly later to scout.
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Run your probes in circles for a while, try snipe a zergling - wait for your allies to help clear it up.
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you won't scout it in time to react, but you will come out on top more often then not with regards to scouting so its not in the zerg's favour. Just use some probes and wall off with a pylon. Not impossible by an means.
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I'm definitely not one to give an authoritative answer on this, so I'll let someone else do that haha
But, for whats it worth, I usually just send my scouting SCV a little earlier than usual to compensate for the massive distances (think new GSL maps) You will be at a minor economic disadvantage if you choose to scout early. It could save you the game though.
It would seem pretty unlikely that people will try to cheese you on such a large 4 player map.
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If you don't see him in second location prepare for a 6pool, then if he didn't 6pool make the best of however you varied your build.
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On March 26 2011 06:30 Pwnographics wrote: Run your probes in circles for a while, try snipe a zergling - wait for your allies to help clear it up. You are forever alone in a 1v1, no allies.
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Don't think he is talking about in team games.
He is saying on 4 player maps getting 6 pooled but scouting it last.
I was under the impression(I'm not a toss player except random screwing around at times) that if you send your probe out that you build your first pylon with you should have enough time to see the 6 pool and fully wall off your choke which should buy you time to get a zealot out and pull probes. At taht point you should be way ahead. You should probably be sending that probe out anyway to delay the early expand.
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Don't think me meant in 2v2 4 player maps, but 1v1 maps with 4 spawns.
I assume you send your first scout out after the first pylon?
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just send out another scout if hes not at the first base you scout and you should be able to react accordingly if you scout it second. theres no excuse if youve got 2 probes out on the field to not scout it.
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United Arab Emirates137 Posts
LOL these replies are MAD they are SPARTA!
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United Arab Emirates137 Posts
If I scout it last, I can make a wall before they get there but then they spam zerglings and chomp whatever buildings I have down and there is no time for canons and my poor zealot is running around like a dick chasing them lol and I know they are behind there computer with their willie in their hand laughing at my zealot.
What to doooooo
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On maps like metal / shattered where you can have close air spawn, send a probe to the corner of your base to scout his first overlord. Not 100% reliable since some players don't scout close air first (or just straight up don't scout), but I think it's fair to say 99.9% of them do; especially if they're 6pooling, they don't want to be drone scouting or not using their overlord to scout.
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United Arab Emirates137 Posts
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On March 26 2011 06:30 Pwnographics wrote: Run your probes in circles for a while, try snipe a zergling - wait for your allies to help clear it up. hahaha i really doubt the op was directed at team games.
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Lets assume for argument rights that you scout him last every time.
1) keep your cool. 2) Lings are low HP, with below decent micro you can hold a 6 pool off easily. 3) Your opponent has 6 drones. You are ahead, until you start losing probes, never hesitate to add walls.
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Wouldnt he have to scout you really early to pull of a good 6 pool on a 4 player map?
So if you see a really early scout, you should know its coming,
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On March 26 2011 06:54 Seide wrote: Wouldnt he have to scout you really early to pull of a good 6 pool on a 4 player map?
So if you see a really early scout, you should know its coming,
Overlords can scout a close-by-air position without you noticing it, except when you know the timing and send a probe in that direction. Theres also the possibility that zerg WOULD scout you last, but doesn´t need to anymore because he knows where you are, because you where not where he scouted beforehand.
But honestly, i have seen people defend 6pools with just the first zealot and probes... and when i play zerg and get 6pooled (or 7 with spinecrawler) , im usually able to fend it off with a 14 pool, so it shouldn´t be THAT hard.
If you really want to have some reaction time, send a probe at 6pool timing just in the way (or to a xelnaga, if the map works out that way, and then wall off completely if you see it coming.
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On March 26 2011 06:54 Seide wrote: Wouldnt he have to scout you really early to pull of a good 6 pool on a 4 player map?
So if you see a really early scout, you should know its coming,
a) Overlord close-air scout. b) No standard 9/12 probe scout timing? Cross-positions.
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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.
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the answer to this was mentioned by artosis in a recent GSL.
If you send your probe and you DON"T scout him in the first spot, then send another probe to the last spot while you are scouting the 2nd location.
You said yourself that if you scout him last and he 6 pools you die. So this method means you will scout him by the timing of the 2nd location at least.
this is an afterthought but if he isn't 6 pooling and you already have 2 probes out there you can try to sneak one in his base and hide to scout later.
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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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10pylon+10gate, send two or even three probes to scout. Chrono zealot, drop forge to finish wall, cannon.
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Keep in mind you shouldnt get 6 pooled on 4 player maps that much.. they have to know where your base is for it to be effective. Watch the replay.. how did he find you? Did you miss his drone scout?
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I like to open 12 gateway and if by chance you scout a late 6 pool i finish my wall off with 2 gateways and a forge, reason behind this is sometimes if your buildings morph in late the higher hp buildings shouldn't break. i then make a cannon ( cutting all probes ) and make a zealot rally into your base. From here you now power chrono boost probes get your gas's and go for a +1 attack 4wg push. If they do attempt to bust your gateway place pylons on the outside of it to begin your zealot tight wall. and cannon will be finished by then so you are safe. once you get 3 zealots push out a bit to see if he droned (speed will be way late) If you can't punish him just pull back make him make lings pulling him even more behind. That's just my 2 cents, but you really should do a search because i'm pretty sure defending against a 6 pool has been being done since 1998.
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On March 28 2011 03:14 Noxie wrote: Keep in mind you shouldnt get 6 pooled on 4 player maps that much.. they have to know where your base is for it to be effective. Watch the replay.. how did he find you? Did you miss his drone scout?
+1
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Make 3 pylons at the bottom of your ramp. Cancel your gas and don't build a 2nd pylon to get the resources. This should buy you enough time to either wall off and get your zealot or get a cannon.
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On March 26 2011 06:30 Pwnographics wrote: Run your probes in circles for a while, try snipe a zergling - wait for your allies to help clear it up. if he drones you should lose
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Guys, if he 6 pools, and you scout him, immediately cut probes and build a forge and wall yourself in. The most dangerous is when he 6 pools and he sends 6 zerglings right away. If you scout him last, you should have enough time to wall it off.
(E.g., if 6 zerglings hatch and go right away to you, that's the only time when you can't wall. During those cases, keep mining with probes. As I've suggested, and as HuK has done for instant 6 pool, micro with 2 groups of probes, and you can kill off all zerglings without losing a probe due to the mining mechanics).
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On March 28 2011 11:37 ScythedBlade wrote: Guys, if he 6 pools, and you scout him, immediately cut probes and build a forge and wall yourself in. The most dangerous is when he 6 pools and he sends 6 zerglings right away. If you scout him last, you should have enough time to wall it off.
(E.g., if 6 zerglings hatch and go right away to you, that's the only time when you can't wall. During those cases, keep mining with probes. As I've suggested, and as HuK has done for instant 6 pool, micro with 2 groups of probes, and you can kill off all zerglings without losing a probe due to the mining mechanics).
did ya read OP? he talking about when 6pool is scouted last.
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Seriously, the amount of garbage advice on this thread worries me.
OP just upload some replays and we'll tell you what you did wrong/right, a good bunch of posters here didn't even read your OP, much less the title of this thread.
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On March 28 2011 00:10 scythe755 wrote:Show nested quote +On March 27 2011 16:44 Skrag wrote: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/2267582318Here 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.
I've seen replays where tip-top-level pro players lost to a 6 pool *by responding poorly*, so I'm assuming you're not exempt.
The fact of the matter is that 6pool only wins if the zerg massively outplays their opponent, or their opponent responds poorly.
I spent quite a lot of time practicing with partners who were significantly better than me figuring out that it's perfectly possible to hold a 6pool with a standard 13 gate, even if you don't scout them until the lings are already on the way (in all of the test games I didn't actually deviate from my standard build until the lings got to my base). Can you say the same? I'm guessing not, because the "power of the 6 pool" is an illusion that falls apart once you know exactly what to do, and since then, I haven't lost to a single 6pool other than one or two cases where I flat out fucked up horribly somehow.
Post a rep or two of you losing to a 6pool, and I guarantee I can tell you exactly what you did wrong, and how to better defend it in the future, even if you don't scout it early. If you're willing to take advice from a ~2k diamond who obviously has spent more time researching and practicing this specific situation than you have, that is.
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Ok, so I just downloaded that master 6-pooler's replay pack.
I'm only about halfway through, but so far, I haven't seen a *single* protoss loss that wasn't completely 100% avoidable, where the protoss player fucked up in some way. And I'm not talking minor fuckups here, but really big ones, like trying to wall off but not making the wall zergling tight, walling with 2 gateways, or trying to fight with probes, but not bringing enough, and not fighting in the open.
Personally, I don't expect to see any losses at all where the protoss responded well and still lost, even if they don't wall off. And that's despite the fact that this 6pooler is *way* better at doing it than most. He does some really smart things even if the inital waves don't break through, and very nearly beat KiwiKaki with one of those tactics.
***EDIT***
After spending a few hours going through the rest of the protoss replays in that pack (I wasn't anywhere near half-done, the scrollbar is pretty horked on large numbers of replays, and there were a lot more than it led me to believe), I have a few things to say:
#1: I'm absolutely shocked at the number of master-level protoss players who simply don't know how to respond appropriately to a 6 pool. This was a really big issue way back when zealot build time was increased, and all protoss players were freaking out about being able to hold off early rushes. That's when I did my own testing, and frankly I'm flabbergasted that there are master-level players who didn't do the same.
#2: Every single loss in this replay pack was avoidable simply by knowing what to do and executing well. If you're playing against somebody who has 6pooled hundreds of times (there were 250 replays total in that pack, and I'm assuming those aren't *all* of his 6pools), someone who knows all the ins and outs of all the possible responses, how to exploit weaknesses, what, when, why, and how to attack, and who has impeccable micro because of all those things, and you haven't even practiced a response enough to know how to handle it, then you're probably going to lose.
And frankly, I think that's perfectly fine. If you can't be bothered enough to spend 10 or 15 games practicing and honing your response, then you *deserve* to lose when he outplays you.
While watching that ridiculous number of replays, I started putting together a list of common mistakes, and things *not* to do, and had planned on adding explanatory comments on each one, but frankly, I've already spent a lot more time on this than I should have, and I have work to do. But here's the list:
Things not to do against a a 6pool:
DO NOT: Skimp on pulling probes for defense, especially before your first zealot is out Wallin with only gateways. Wallin with gate+forge without planning how you're going to either rewall or at least protect the cannon when the wall breaks. (and it *WILL* break, usually before the cannon is complete. Forget your 2nd pylon Stop building probes Attack with 6-8 probes expecting them to do anything useful against 6 lings Leave zealots or cannons unprotected. Zerglings will kill them quite quickly Hastily throw down a forge if you don't see it coming until lings arrive in your base Let a single pylon powering your gateway go down uncontested Try to block a 1 grid choke with a zealot and forget hold position Forge first after seeing the 6pool, and fail to wallof completely or block the gap with probes Forge-first expand and fail to put your first cannon down on time PUT ONE CANNON DOWN AND ASSUME YOU'VE WON
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By the way, out of that replay pack came this gem, which is quite possibly the safest, cleanest defense I've ever seen of a 6pool that isn't scouted until after your gateway is already down:
Well, right up to the point where he leaves his base defenseless and lings run by and start killing shit, that is. Easily solved by re-choking and leaving a zealot behind to hold it.
Delaying with probes until your first zealot is pretty safe IMO, but this seems quite a bit safer.
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if you scout it and you dont have to cannon your ramp, you have to wall it off, put your second pylon next to your nexus, and put a pylon NEXT TO YOUR NEXUS. your going to have to sacrifice the gateway, forge and pylon but its better then losing the game.
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On March 29 2011 13:41 AGIANTSMURF wrote: if you scout it and you dont have to cannon your ramp, you have to wall it off, put your second pylon next to your nexus, and put a pylon NEXT TO YOUR NEXUS. your going to have to sacrifice the gateway, forge and pylon but its better then losing the game.
I honestly wonder why I even bother with all these 6pool threads. As I've said approximately 3,254,981 times now in the various threads, you do *not* have to wall off. It is perfectly possible to hold by delaying with probes until your chronoed zealot comes out.
And frankly, doing it that way is probably a whole hell of a lot safer and more stable than sacrificing every building you made in the early game.
You know that 7pool can feint and turn into a decently economic build, right? Which they will absolutely do if you wall off? At which point you've sacrificed so many buildings that you're going to be WAAAAY behind?
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On March 28 2011 07:33 elliminist wrote:Show nested quote +On March 28 2011 03:14 Noxie wrote: Keep in mind you shouldnt get 6 pooled on 4 player maps that much.. they have to know where your base is for it to be effective. Watch the replay.. how did he find you? Did you miss his drone scout? +1
no, this post is -1.
6 pool is best on most 4 player maps like metal, ST, SP etc. You only need to scout 2 locations, not 3... the overlord covers one, and a drone covers the other.
Posts like this are why I continue to 6pool with high success whenever I decide to.
You guys should also heed skrag's advice.
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Interestingly enough, I pulled protoss in my placement game after the reset (I play random), and got 6pooled. My opponent was a 2500-ish diamond last season, the game was on metalopolis, and I didn't scout it until after my gateway was down and I was just about to place my first assimilator.
I decided to give the defense shown in that KiwiKaki replay a shot, and despite the fact that I screwed it up pretty badly, not canceling the pylon block in time, and mismicroing the first zealot in the choke horribly, it was the easiest win I've ever had against a 6pool (and I almost never lose to it).
When one of the two gateways fell, 2 zealots + probes were more than enough to keep the lings from ever getting inside my base, and because I hadn't spent money on a forge and cannons, I was immediately able to go kill him once the lings were held off.
So there you have it. Watch that KiwiKaki replay, and just do that. Even if you don't execute it perfectly, it seems super-stable.
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In PvZ and PvT send out your pylon probe to scout. If you don't scout him at the first position, throw down a 13 gate and send the probe that built the Gateway to scout the other close position (on the new maps the timing of this is almost perfect), whereas your first (pylon) probe continues to the cross position.
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Yea i just send another scout if they're not at the first position. The 6 pool from the last base i scouted happened to me once and since then i've been sending a 2nd scout after checking the first base, even if they didn't six pool the 1 probe doesn't do enough to stall out any BO your doing enough to majorly change the game.
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On March 31 2011 03:17 oNSarcasm wrote: Yea i just send another scout if they're not at the first position. The 6 pool from the last base i scouted happened to me once and since then i've been sending a 2nd scout after checking the first base, even if they didn't six pool the 1 probe doesn't do enough to stall out any BO your doing enough to majorly change the game.
That's a lotta wasted early potential minerals, simply to scout for a build that's pretty easy to stop even if you don't scout it...
It might not stall your BO much, but every unnecessary and avoidable stall is one you should be working hard to get rid of, especially in the first few minutes, where small mistakes and delays can compound over the entire game, and this is one of those.
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On March 28 2011 07:33 elliminist wrote:Show nested quote +On March 28 2011 03:14 Noxie wrote: Keep in mind you shouldnt get 6 pooled on 4 player maps that much.. they have to know where your base is for it to be effective. Watch the replay.. how did he find you? Did you miss his drone scout? +1
keep in mind overlords can see further than buildings. for any mid level players this can be a pain, because the "6 pooler" probably doesnt care about scouting.
and to reply to the person saying 10 pylon 10 gate. your suggesting to pool money blindly on every 4 player map where you dont scout them at close spawns?
the response i find best is to instantly cut probes, cancel everything except your gate and then drop a forge. in terms of bulking up your wall if you are having to use a pylon, remember that cybercores have more hp for the same cost as gateways
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I've been 6 pooled alot today, I blame it on start of season and people wanting to win thier placement match =/
I had a 6 pool which i scouted last eariler on today but managed to hold it, if i see 6 lings streaming towards me i'll throw a second gate instead of a cyber down while chronoboosting my 1st zealot out to complete the wall, my first gate is always on 13 if his drone is in your base and attempting to stop you walling off a 6pool is coming i've only noticed stupid zergs doing this as it gives it away too easily and u can prepare more easily for it.
also on 4 player maps send your 9 probe clockwise or anti clockwise which ever you prefer and if you feel uneasy or worried send a second scout in the opposite direction,
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Bumping an old thread, but I'd like more input on this. Am I really forced to scout with 2 probes if I dont scout him first?
I played a game recently on Nerazim and got 6 pooled. Found 6 lings right as I would normally be putting cyber at my choke. Absolutely nothing I could do.
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you really should be sending out 2 probes. Don't be so greedy
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United States8476 Posts
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On September 29 2011 14:28 susySquark wrote: Bumping an old thread, but I'd like more input on this. Am I really forced to scout with 2 probes if I dont scout him first?
I played a game recently on Nerazim and got 6 pooled. Found 6 lings right as I would normally be putting cyber at my choke. Absolutely nothing I could do.
Why did you bump a 7 month old thread when there are two on the main page covering exactly the same topic, as well as probably two dozen that have been made since this one?
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