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[G][L] TvX: How to make a low SD/Rax ramp wall - Page 2

Forum Index > StarCraft 2 Strategy
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fearus
Profile Blog Joined December 2003
China2164 Posts
April 19 2011 11:21 GMT
#21
The problem I found with these walls are that it is visually very deceiving.
bisu fanboy
wordd
Profile Joined March 2011
Australia190 Posts
April 19 2011 11:29 GMT
#22
nice guide but very primitive. I think you should add the pros and cons of walling low and high ground so low level T's don't get the wrong impression.

cheers.
YA
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
April 19 2011 11:32 GMT
#23
I hate going against these kinds of walls on long maps . I never know what they are up to and by the time I got my banshee defense up they float their safe CC over to the natural with a big smile on their face.

Weirdkid
Profile Blog Joined October 2010
Singapore2431 Posts
April 19 2011 13:23 GMT
#24
On April 19 2011 20:32 Chaosvuistje wrote:
I hate going against these kinds of walls on long maps . I never know what they are up to and by the time I got my banshee defense up they float their safe CC over to the natural with a big smile on their face.



Hahaha I laughed when I saw this. Know the exact feeling man

Low ground walling is so so suspicious though. I do it when I am going for a 3 rax marine scv all in. I don't like that it looks so suspicious, but I guess I'd I'd rather look suspicious and leave them wondering than let their scout into my base.

Anyway, appreciate the effort in creating this thread. If it came out earlier I could have saved 10 minutes of my life that I spent figuring out how to do it haha. It'll help some people I'm sure.
"Answer not a fool according to his folly, lest you be like him yourself." - Proverbs 26:4
Zellabris
Profile Joined October 2009
United States43 Posts
April 19 2011 14:33 GMT
#25
On April 19 2011 11:08 Chahta wrote:
so basically something you would discover by turning on building grid in the options menu? I suppose this would be appreciated by newer players. I suppose this just amuses me so because a lot of effort was put into explaining the obvious. Very clear guide, that is for sure, but perhaps a replay of zerglings trying to get by? (sealing in *proof*)


I actually had to test this out after a couple of tries on the unit testing map. The walling IS tricky and can be misleading sometimes. For example, with the north-facing ramps, I really have to remember that one open orange grid held off units coming in from the diagonal :\
salehonasi
Profile Joined March 2011
United States87 Posts
April 19 2011 15:03 GMT
#26
The nice thing about a lowground wall is not only the scouting deny, but if you're paranoid about banebusting, you can rewall at the top, so they break the bottom and get screwed by bunkers at the top.
"The most effective counter in Starcraft 2 is to go ****ing kill him." -Day[9]
PJFrylar
Profile Blog Joined October 2010
United States350 Posts
April 19 2011 15:05 GMT
#27
On April 19 2011 11:54 noobinator wrote:
What is the point of putting the wall off at the bottom, a faster wall off to deny any initial scouting?

Very interesting, now I can go for gas heavy builds without my opponent knowing until it's too late
Seems like this would be viable for Toss as well, as long as they leave a 1 unit space for a zealot.

It is to deny scouting. If you wall at the top of your ramp a unit can run up the ramp and get a peek at the area in the main around the ramp. If the wall is at the bottom they won't be able to do this. It also allows you to make a second wall at the top of your ramp if you fear an early baneling bust. Also there is less space required to make the wall (able to wall with a barracks + depot rather than a barracks +2 depots or 2 barracks sized buildings).

HypernovA
Profile Joined October 2010
Canada556 Posts
April 19 2011 15:13 GMT
#28
Thanks for the pictures!
lorkac
Profile Blog Joined December 2010
United States2297 Posts
April 19 2011 17:27 GMT
#29
The wall comes up faster, but is weaker. Good vs scouts and good for FE builds, bad for turtling.
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
April 19 2011 20:19 GMT
#30
Hah, I've tried so many times half assed and rarely get it right. Although, this kind of wall usually spells I'm doing an all in or something sneaky.

Very nice post, I still struggle with it. lol How I made it so far into the game not knowing that, or the cost of a factory till 3 or so months ago lol.

It's very good against zerg, and if you can trick a protoss into thinking your teching, a proxy rax and that rax together with pulled scvs can usually hit 4/5 marines and 5+ scvs before the sentry pops in a typical zeal/stalker/sentry BO for the protoss. Although, a stalker poke and you're fucked without marauders.


In short -- thanks, now I won't struggle in teams to do a quick wall
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
PJFrylar
Profile Blog Joined October 2010
United States350 Posts
April 19 2011 21:36 GMT
#31
On April 20 2011 05:19 iAmJeffReY wrote:

In short -- thanks, now I won't struggle in teams to do a quick wall


Hmm, I never thought of using this wall for team games. It would be quite good from fending the very early cheeses that can be common.

However, I would worry about the amount of surface area exposed with potentially 2 rushes coming at it. I'm probably going to try it out and see what happens anyway though.
statikg
Profile Joined May 2010
Canada930 Posts
Last Edited: 2011-04-19 21:54:46
April 19 2011 21:53 GMT
#32
I always use this wall, it keeps the scouting worker out but it can be really vulnerable to worker harass. Anyway since I usually favor non-standard openings (no gas expands or early gas agression) I always want to do this to avoid giving my opponent that huge piece of information.

Roach rushes can give this kind of wall off alot of issues because its easier for them to bait your marines into a vulnerable position. As well, if you are planning on teching behind a bunker you will have to sacrifice that depot because there is no safe place to put the bunker, but you can always float the barracks back.

I would definitely not do this in a team game. Your wall would get owned for sure if you came under early attack by anything except for a weak ling attack.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 19 2011 21:56 GMT
#33
Had to figure this shit out myself after not finding it on TL a few months ago, could NOT figure out after like 3 tests, finally got it, it's not very intuitive, it appears as if units could still fit in as you're not hugging the ramp.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-04-19 22:12:44
April 19 2011 22:09 GMT
#34
On April 20 2011 06:36 FireBearHero wrote:
Show nested quote +
On April 20 2011 05:19 iAmJeffReY wrote:

In short -- thanks, now I won't struggle in teams to do a quick wall


Hmm, I never thought of using this wall for team games. It would be quite good from fending the very early cheeses that can be common.

However, I would worry about the amount of surface area exposed with potentially 2 rushes coming at it. I'm probably going to try it out and see what happens anyway though.


Or blocking off a zerg ally who's about to get heavy rushed. That's my thinking. Share control for them to use the Sdepot and no more sling run bys on your roach going Z ally.

Sure helps vs TZ when they sling hellion. I've only done it twice, but both times in my mind is saved us the game because it let my ally roach up. I can just stay with him and snipe slings off him and let him FF down hellions
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
monitor
Profile Blog Joined June 2010
United States2409 Posts
April 19 2011 22:13 GMT
#35
Cool! I wonder if its possible to wall with a evo chamber and a spine crawler...
https://liquipedia.net/starcraft2/Monitor
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
April 19 2011 22:46 GMT
#36
On April 20 2011 07:13 monitor wrote:
Cool! I wonder if its possible to wall with a evo chamber and a spine crawler...

Iirc, since evo chamber is 3x3 and spine crawler is 2x2 I don't see why it wouldn't work.
Official Entusman #21
RandomAccount#106470
Profile Joined September 2010
Lithuania1506 Posts
April 19 2011 23:05 GMT
#37
--- Nuked ---
TickTockBoom
Profile Joined February 2011
Canada185 Posts
April 19 2011 23:06 GMT
#38
Uhh, i'm confused, is blocking it under the ramp more advantageous than blocking it above the ramp? Coming from BW I just build 2 SDs and a rax and block above the ramp on most maps, except that one with two spawning positions with the gigantic ramp, where I just do 3sd 1 rax.
IGN: Cupine Char: 945, Sometimes we have to let BW go, and proceed on.
PJFrylar
Profile Blog Joined October 2010
United States350 Posts
Last Edited: 2011-04-19 23:25:45
April 19 2011 23:08 GMT
#39
On April 20 2011 05:19 iAmJeffReY wrote:

Or blocking off a zerg ally who's about to get heavy rushed. That's my thinking. Share control for them to use the Sdepot and no more sling run bys on your roach going Z ally.

Sure helps vs TZ when they sling hellion. I've only done it twice, but both times in my mind is saved us the game because it let my ally roach up. I can just stay with him and snipe slings off him and let him FF down hellions


So you wall off both you and your ally? Mmm, that's an interesting thought indeed. With the bottom of the ramp style wall you could have a wall for each player not long after a standard top of the ramp wall for just yourself.

Thanks for the idea, I like it.

On April 20 2011 08:06 TickTockBoom wrote:
Uhh, i'm confused, is blocking it under the ramp more advantageous than blocking it above the ramp? Coming from BW I just build 2 SDs and a rax and block above the ramp on most maps, except that one with two spawning positions with the gigantic ramp, where I just do 3sd 1 rax.


It is situational, the wall at the bottom has advantages and disadvantages. The main advantages is denying scouting information (because they can't poke up the ramp with a unit and see the surrounding area in your main) and less buildings required. It is mostly used if you're really trying to hide tech or at least acting like you are.

However, the wall is more vulnerable, because it exposes more surface area to attack, while giving up surface area to repair. It also tends to give ranged units more available angles to attack your wall. Ranged units will also be able to see your wall without spotting up your ramp. This will allow them to attack from full range, while not being hit back by something behind the wall. I would not suggest this against protoss or terran as you surrender a good deal of defender's advantage (while giving them the possibility of forcing engagement.

Edit: wow that post got really screwed up lol
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
April 19 2011 23:13 GMT
#40
On April 19 2011 20:29 wordd wrote:
nice guide but very primitive. I think you should add the pros and cons of walling low and high ground so low level T's don't get the wrong impression.

cheers.


The reason for the skimpiness is two-fold: For one, I wanted to keep the OP simple and informative, without clouding it with the subjectivity of my own view.

Secondly, and more principally, I simply lack the expertise with Terran to go into the situational advantages and disadvantages of this type of wall.


If a higher level Terran player (I usually play zerg) wants to go into detail about it, I'd be more than happy to include it in the OP.



At least for me, the reason I love low walls is because I am a very aggressive player, and so my goal with the wall is simply to deny scouting, not defend against anything.

Certainly there are different merits for and against it.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
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