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[G] (T) 3 racks : Cheesing your way to GM league - Page 18

Forum Index > StarCraft 2 Strategy
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Infinite976
Profile Joined October 2010
United States92 Posts
May 17 2011 06:04 GMT
#341
After using this build last day or so I have to conclude we'll see much more low ground wall-in play (3 Rax all in or not) from Terran, and a developed standard reaction from all races in response.











...also since using this build, I've subscribed to FHM Singapore and bought Anya Marina's album, who's with me!? rofl, no? ok...

Qntc.YuMe
Profile Joined January 2011
United States792 Posts
May 17 2011 06:56 GMT
#342
i went against this build and i fended it off very successfully. This build is very weak and predictable.

User was warned for this post
Kelmqtlol
Profile Blog Joined November 2010
United States91 Posts
May 17 2011 07:14 GMT
#343
Someone did this to me on ladder today in Plat league before I read about this build. I used my second 50 energy on a scan and immediately tried throwing up bunkers but it was too late at that point. I guess if I scout the low ground wall-in (which I did) I need to just assume that's what it is and bunker up ASAP.

Boy, was I mad when it hit me though...
L'est en faisant n'importe quoi, qu'on devient n'importe qui.
Westy
Profile Blog Joined April 2010
England808 Posts
May 17 2011 07:16 GMT
#344
I have to say this build is near impossible to hold of as a protoss on the small maps. You cannot get your 3rd sentry out fast enough, even with full chrono. I even tried kiting his units AWAY from my base, but all he does is set a few scv's and 1 marine to attack the stalker while he just runs the rest straight to my base. Then when he finally gets up your ramp you are sitting there with 3 sentries and a zealot, which die before warpgate can finish. Meanwhile his mule is giving him enough income to keep making marines and build bunkers in my base.

I give it a month before this is nerfed.
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
Last Edited: 2011-05-17 07:19:20
May 17 2011 07:18 GMT
#345
On May 17 2011 15:56 DreamRaider wrote:
i went against this build and i fended it off very successfully. This build is very weak and predictable.

Thank you so much for elaborating with that post. Would you care to explain how, under what opening and circumstances, what your opponent did right and wrong, the rush distance, and how a person can compete at GM level with this build? If your opponent lets you scout it easily, then obviously you should be able to win. You do not even care to say what race you are, as Protoss probably has the hardest time stopping this push.

Seeing your avatar as Terran, it probably would be a free win if your opponent was not as good to hide the additional barracks.
710+ Posts with a Probe Icon =D
tooleman
Profile Joined April 2011
United States20 Posts
May 17 2011 07:25 GMT
#346
On May 17 2011 16:16 Westy wrote:
I have to say this build is near impossible to hold of as a protoss on the small maps. You cannot get your 3rd sentry out fast enough, even with full chrono. I even tried kiting his units AWAY from my base, but all he does is set a few scv's and 1 marine to attack the stalker while he just runs the rest straight to my base. Then when he finally gets up your ramp you are sitting there with 3 sentries and a zealot, which die before warpgate can finish. Meanwhile his mule is giving him enough income to keep making marines and build bunkers in my base.

I give it a month before this is nerfed.


If you 9 pylon scout then you will see the low wall early enough to skip the first zealot/stalker. Especially on these smaller maps. Skip WG tech entirely to have enough gas to constantly chrono out sentries without a pause (if you have opened with 2 gas). By building sentries you can also afford another gateway. If you do this you will be able to FF him out as long as you like while you chrono out gateway units. Also, it is a good idea to leave the scouting probe in the area of his natural to check for the supply drop and confirm he is not faking the all in.
shadymmj
Profile Joined June 2010
1906 Posts
May 17 2011 07:43 GMT
#347
i'm about 55% to 60% win with this build on 1v1 NA. (11/11/12 rax + late OC) High diamond to low master. Don't think I can enter master with this build. Personally, I think it's a waste of time. 9 Marines are too little, the other build I'm using is more effective.

TvT - Truly a coinflip depending on the map. Usually if they bunker they hold. Loses slightly more often than wins. I encountered a guy doing the same thing, though. Expanded and won in a macro game.

TvZ - Almost worthless. 2 spines will hold this easily. I get blocked and owned if I try to run by and I get owned anyway if I attack straight up. Provided the zerg pulls everything, which they have done almost all the time. Hellion-Viking-MMM push is more effective.

TvP - Ah, it works here. Depends if they manage to probe pull before you get up the ramp. If they pull and form a concave, you get FFed, prepare to die a horrible death. 70% win thereabout~

Take note, I didn't use this build for TvZ, so the 60% win rate does not apply to it past the first couple matches when I decided it was not so good.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
Westy
Profile Blog Joined April 2010
England808 Posts
May 17 2011 07:52 GMT
#348
On May 17 2011 16:25 tooleman wrote:
Show nested quote +
On May 17 2011 16:16 Westy wrote:
I have to say this build is near impossible to hold of as a protoss on the small maps. You cannot get your 3rd sentry out fast enough, even with full chrono. I even tried kiting his units AWAY from my base, but all he does is set a few scv's and 1 marine to attack the stalker while he just runs the rest straight to my base. Then when he finally gets up your ramp you are sitting there with 3 sentries and a zealot, which die before warpgate can finish. Meanwhile his mule is giving him enough income to keep making marines and build bunkers in my base.

I give it a month before this is nerfed.


If you 9 pylon scout then you will see the low wall early enough to skip the first zealot/stalker. Especially on these smaller maps. Skip WG tech entirely to have enough gas to constantly chrono out sentries without a pause (if you have opened with 2 gas). By building sentries you can also afford another gateway. If you do this you will be able to FF him out as long as you like while you chrono out gateway units. Also, it is a good idea to leave the scouting probe in the area of his natural to check for the supply drop and confirm he is not faking the all in.



I should of mentioned, I did 9 pylon scout and he simply built a second depo on the high ground instead of getting an early OC. Even though I could not get into his base (I got unlucky with scouting and got to his base last) I already knew what was happening. So I chrono'ed my sentries out while getting 2 more gates for a total of 3 gates. He started to push out just as my first sentry came out. I kited him to the middle of the map with the stalker, and which point I decided my only hope was to lure him away with the stalker. It kind of worked, buying me an extra 5 seconds. He got to my ramp just as my second sentry was about to come out. I put down the first FF perfectly, shuting all his units outside the ramp. Same with second FF (Waited for first one to disappear to give me as much time as possible) but the forcefield did not last long enough and he got up the ramp before the 3rd sentry was out. Warpgate was only just finished due to me having to chrono sentries instead of WG. Only thing I feel I could of done differently was to pull all my units back until I could get the first warp ins done. But there were only 2 pylon powering my gateways and he could of easily focused them down.
sadivar
Profile Joined February 2011
Turkey16 Posts
May 17 2011 07:53 GMT
#349
thıs buıld ıs great ı am tryıng to use ıt and ıt really works. Thx Geiko
KDot2
Profile Blog Joined March 2011
United States1213 Posts
May 17 2011 08:03 GMT
#350
All I can say is ... I guess the more people that know about this the sooner it can be fixed assuming it somewhat breaks the game
SkaPunk
Profile Joined October 2010
United States471 Posts
May 17 2011 08:26 GMT
#351
This build is all over the where i am in mid masters. The ladder is a frightening place.
Team Fallacy
Laconic
Profile Joined June 2010
United States32 Posts
Last Edited: 2011-05-17 08:34:28
May 17 2011 08:33 GMT
#352
I ran into this on ladder almost a month ago when I was playing Protoss. I didn't find it too hard to defend, because I tend to skip my first Zealot in favor of a faster second Gate and Stalker (i.e. the PvP-style 3 Stalker build).

Here's the replay:
http://www.sc2replayed.com/replays/168780-1v1-terran-protoss-slag-pits
My opponent is currently at ~930 points in the NA Master's League.

I agree with tooleman that you should hold off on getting Warpgate research in favor of having more gas, but I personally do not like getting Sentries against this kind of cheese. Pure Stalker allows you to kite easily, and they're much meatier units once all the SCVs are down.
mage36
Profile Joined May 2011
415 Posts
May 17 2011 08:33 GMT
#353
On May 17 2011 00:40 MasterFischer wrote:
Show nested quote +
On May 17 2011 00:18 BurgerAce wrote:
The meticulousness of your post and build demonstrate that you are not unintelligent, and that you have thought your actions through.

To you, perfecting an all-in and taking it to the top of the ladder is an intellectual exercise. Although you understand it frustrates other humans, you surely rationalize that "cheese is a part of the game." Likewise, you can justify taking ladder points and practice time from the pros, even if you could never beat them in a fair game.

(Most people would call this "being a douchebag," and it is firmly your right to do so. I'm not writing to contest this.)

If you've ever been cut off by a bad driver in city traffic, he probably rationalized his actions the same way. "Aggressive maneuvering is a part of driving. It gets me from point-A to point-B faster. In the grand scheme of things, I didn't really hurt anybody. My ability think about other cars as obstacles, abstract from their human occupants, allows me to view driving as an intellectual, rather than an emotional, activity. It allows me to be a smarter, more efficient driver."

Some people are genetically wired not to feel empathy with strangers, and I accept this.

What I cannot tolerate is the way you shamelessly brag about it in public. It's almost as though you don't see the connection between who you are on the ladder -- an individual who lacks empathy and respect for your peers (and, dare I say, your superiors) -- and who you are as a person.

If I were to predict insincere and abusive relationships in your future, you and many readers would discount it as the incoherent ramblings of an angry stranger. But, honestly, there is a connection. Whether you understand it or not.


Who said cheese was unintentional and wrong in RTS games like starcraft 2 ?

IT IS, a part of the game, and it fits in the game as well. Since, you don't scout what is he doing, he will eliminate you. This is fair.

Cutting off drivers in public or whatever is both illegal and wrong because it upsets the security and flow of the general public trafficking.

Cheese in starcraft 2 does not.


In addition, I actually find it quite enjoyable to play against cheese because I find it a huge challenge. Knowing that the opponent has thrown everything at me and still being able to win feels just as good a win as a very long game with dozens of engagements.
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2011-05-17 09:06:51
May 17 2011 08:52 GMT
#354
On May 17 2011 13:31 iokke wrote:
@Geiko
Can't believe the amount of criticism you are getting for this. Don't mind the nay-sayers. I think the OP is fun, the title made me read this (which helped me later!). I also don't think there's anything wrong with cheesing though I rarely do so. I'm really happy it exists and think it makes the game more fun for me even when i get cheesed (though i do still get mad sometimes, its mostly at myself).

Worse case scenario you exposed something that's broken.. A good thing.
Best case scenario you added variety to the game: a very good thing.

(I posted this in my previous reply, but to make a point I'll repeat part of my previous post):
I play Protoss, I read this before laddering today, first T I got this did this too me. And I scouted it super late). After his attack I was left with 2 probes and 2 stalkers and some money in the bank, If I didn't read your OP I probably woulda quit thinking he may have had leftover scvs + mules. Because of you I won as a P

edit:
I do have a question for you.. both games I won vs this but my opponents didn't look like they microed well (high Diamond). Do you think 12-13gate with choroned zealot zealot stalker (and later stalkers) will stop this on its own, or is sentry necessary for extra delay vs properly microed scvs and rines?
I'm asking cause cause I had success with this aggressive opening in general vs T, and it seems to have stopped this without having to change much, but idk if I just got lucky


I don't think the correct answer is 2 chroned zealot before stalker, simply because zealots are next to useless vs a pack of marines (they can't even get an attack off and die in two stutterstep movement.
The correct answer in my opinion is to cut the zealot if you scout it early enough and make fast 2nd and 3rd gate to chrono out stalkers.
However, I think this build can be held with pretty much any oppener.
I play a no-scout style in PvT where my zealot + stalker push is the first information I get.
I also get one gate + one robo then an other gate, so I think this start is the worth it can get vs this strat. But after 20 or so practise games, I found that I could hold given flawless micro, walling in tricks, and chronoing the right units. I think people shouldn't get to upset about this and change their style drasticaly. It's very easy to over commit and then lose to banshees or a fast expo.

On May 17 2011 11:53 Perplex wrote:
is forge mandatory as protoss to defend this?

this pretty much means everytime a terran walls the bottom of his ramp I need to invest in a forge now -.-

not good...


See my answer above, forge is not mandatory and not even a good option IMO.

On May 17 2011 14:16 G_Wen wrote:
Show nested quote +
On May 17 2011 13:24 [Atomic]Peace wrote:
On May 17 2011 13:22 barkles wrote:
Question (Sorry if this has been addressed before...17 pages is a lot):

Why get the Orbital Command (150 minerals) just to call down supply (depot=100 minerals)? Since ALL SCVs are pulled, even a mule later in the game isn't going to be that helpful with additional production...why not save some minerals and just build the depot?

Because at no point in the early game to you have 100 minerals to spare, and you can't wait for the MULE to mine.


What he is trying to say is, when you are saving up 150 minerals for the OC why not build the supply depot when you have 100 minerals? Essentially, it comes down to why spend 150 minerals now to get 100 minerals worth of stuff when you can spend 100 of the 150 minerals you would use for the OC (and 30 seconds of mining time) to get a supply depot.

OC = 150 minerals, 35s build time
Supply = 100 minerals, 30s build time, 30 seconds of mining time from 1 scv.

The face that you can't build scvs during OC build time is irrelevant with this build.

Lets make up some numbers:
At 1 minute we have 0 minerals
We gain minerals at a rate of 150 ever 25 seconds (enough to support 3 rax marine production) with 12 harvesters.
Every harvester gathers at a rate of 0.5 minerals per second. (150/25/6)

If we can build an OC at 1:25 at the earliest.
Or we can build a Supply at 1:16 at the earliest.

The OC finishes at 2:00 at which a call down will be used to gain 8 extra supply.
Or the supply depot finishes at 1:46.

What are the differences?
1. Supply depot finishes 14 second faster than OC.
2. Supply depot costs 50 minerals less than OC.
3. Supply depot reduced mining time for a period of time

With these points I don't think the OC is justified.


I already explained the point of the orbital. I'll maybe add it to the OP.

The only restraint that the build has is that it should be able to make constant marines once the racks are done (not a single pause between marine production).
With that in mind, if I can squeeze in an OC in the BO while not cutting on marines, the result will be the same as getting an extra SD (SD costs 100 + mining time ~ 130 compared to 150 orbital) but I'll have MULEs in case things go wrong.

The disadvantages of OC vs depot are
- ~20 minerals lost at end
- scoutable supply call down (but with good map awareness, your 3 marines can prevent anything from seeing that calldown)

The advantage is that it can help you win extremely tight games (for example, see the replay with MoMaN where we both fall at 3 supply but I have MULEs ^^)

Anyway, I ran into LiquidRet yesterday, he obviously doesn't read the strategy section of TL ^^ (won't post the replay because he was offracing terran so it wouldn't be fair)

geiko.813 (EU)
Smeik
Profile Joined December 2010
Germany32 Posts
May 17 2011 09:03 GMT
#355
Cheesing against gm is not allways good i think you should concentrate on the macro and not just on some all ins

User was warned for this post
Apologize for playing Terran. :)
Checkm8
Profile Joined March 2011
Japan627 Posts
Last Edited: 2011-05-17 09:20:23
May 17 2011 09:06 GMT
#356
Why not just cheese yourself? I fended this off by cannon rushing my opponent...I'm toss by the way...
I was surprised no toss player said anything about cheesing to counter a cheese...


User was warned for this post
Regenerating brain cells, please wait - - -
Borkbokbork
Profile Joined April 2011
United States123 Posts
Last Edited: 2011-05-17 19:35:03
May 17 2011 09:11 GMT
#357
Tip: if terran walls the bottom of his ramp, 100% of the time it is marine/scv all in.

they think that they're hiding this information from you by denying scouting, but really it's the opposite.

Mod Edit: No it's not. Stop spreading false information.
qi neng jin ru ren yi, dan qiu wu kui wo xin
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2011-05-17 09:17:28
May 17 2011 09:16 GMT
#358
I'd like to note that it's actualy easier to pull this off against pros than against average master players.
I had an ok win rate (60%) up until high master, and then my win rate skyrocketed as I faced GM players (80-90% for a while).
Master players rely on safe builds to macro up whereas pro players are cutting corner everywhere in order in order to gain that slight advantage that they need to win games.
Terran pros I have met never place bunkers because that extra 100 is a lot in the early game. They instead rely on barely defending with marine/scv micro. But this push hits way harder than anyone expects so they get caught off guard.

Also, to anyone playing this, the first 20-30 games I played witht his strat were absolutely terrible (compared to how refined my execution of it is now). You shouldn't expect to see the potential of this build right away. (telling that to the poster who thinks it's useless vs Z and doesn't want to try it anymore)
I'm happy I have all these GM replays because without them, I think 80% of people would be shitting on this build without even giving the build a chance


Also now, I'm curious how the meta game will evolve with this low ground wall off shenanigans ^^


On May 17 2011 18:11 Borkbokbork wrote:
Tip: if terran walls the bottom of his ramp, 100% of the time it is marine/scv all in.

they think that they're hiding this information from you by denying scouting, but really it's the opposite.


This has been addressed already.

Pro players such as MVP or MKP have been using this wall off to hide fast tech (double port banshee) or a macro opening (1 rax FE).
geiko.813 (EU)
shadymmj
Profile Joined June 2010
1906 Posts
May 17 2011 10:00 GMT
#359
On May 17 2011 18:16 Geiko wrote:
Also, to anyone playing this, the first 20-30 games I played witht his strat were absolutely terrible (compared to how refined my execution of it is now). You shouldn't expect to see the potential of this build right away. (telling that to the poster who thinks it's useless vs Z and doesn't want to try it anymore)
I'm happy I have all these GM replays because without them, I think 80% of people would be shitting on this build without even giving the build a chance


That's me, I suppose. I'm trying to get to masters without playing a lot - 99% of players I've faced have played more games than me. Maybe you're right in saying it works better against high level masters/GMs who take risks than the people I'm facing.

I have another refined cheese build for TvZ which has a high win percentage, so excuse me if I don't use the 3 rax. It so happens that the games I played had them getting up spines before 5 minutes, and I just don't see myself winning. And frankly, if I was offracing Zerg, I wouldn't lose to it, ever, with a standard 14 hatch. I'm pretty sure I'm executing it correctly except against Terran. For some reason maybe 1 in 3 wall off and then I'm trying to decide whether I should focus down the depot that is getting repaired or the marines on high ground. Usually I go for the marines.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
shawnyee
Profile Joined February 2011
Sweden53 Posts
Last Edited: 2011-05-17 10:04:20
May 17 2011 10:03 GMT
#360
so, i got this build my 2 first games today from 2 different ts, totaly killed my spirit and had to check what you guys had cooked up, is there any way to stop it whitout blindly countering once you see the
wall of?
Sverige fajting!
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