[G] (T) 3 racks : Cheesing your way to GM league - Page 30
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Soluhwin
United States1287 Posts
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HuHEN
United Kingdom514 Posts
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Havefa1th
United States245 Posts
On May 20 2011 08:45 HuHEN wrote: Isnt the mere fact that they would wall off the bottom of the ramp a dead giveaway? I mean you're just giving them a free supply depot to stalker poking unless you are doing some kind of fast bio all-in. Oh, metagame. You can low-wall and play a standard 2-rax expand (which, unless you can't micro, should hold the stalker poke) or 3 rax pressure, and the toss can't really respond because he's delayed his tech (and is super sentry heavy) prepping for the all-in. The great thing about the low-wall is that while it is risky, it by no means forces you to all-in. You can play standard behind it and get ahead. I think that will be the lasting effect of this cheese; it'll stop working eventually, but the mindgame that the low wall plays is pretty big. | ||
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HuHEN
United Kingdom514 Posts
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Medrea
10003 Posts
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CodeskyE
United States777 Posts
On May 20 2011 10:50 Medrea wrote: I think a lot of people are missing the point that this is the whole reason GSL and MLG maps have neutral depots, mandatory cross spawns, and the like in the first place. Which is to cut down on the possible meta gaming terran can do due to the ability to make and unmake a wallin any time they want. we're talking about ladder, not GSL or MLG. big difference. | ||
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Snaphoo
United States614 Posts
On May 20 2011 10:50 Medrea wrote: I think a lot of people are missing the point that this is the whole reason GSL and MLG maps have neutral depots, mandatory cross spawns, and the like in the first place. Which is to cut down on the possible meta gaming terran can do due to the ability to make and unmake a wallin any time they want. What you're saying is that Blizzard mapmakers, who expressed balance concerns about adding Tal'Darim to the ladder pool while keeping maps like Blistering Sands and Steppes of War in it, might want to take a cue from the people who run the most prestigious SC2 tournaments in the world? Hmm that seems controversial. | ||
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Ncinerate
172 Posts
On May 20 2011 07:23 Motat wrote: How was there another wave, the strategy involves pulling all scvs, if you don't then it's incredibly easy to stop. Not every version of this rush utilizes every single SCV (or has so few scvs for that matter). The version I was working on awhile back didn't have a supply drop (mule was mining ASAP), had 1 less marine @ 4:30, and had 15 scvs instead of 12. That build could easily have a second wave, bunkers built during the first wave, and plenty of macro to build out of it if you did modest economic damage. 10/11 depot 11/19 rax 3 scvs 14/19 rax (2:36-2:38) scv marine 16/19 rax (2:50) marine depot (3:10ish) 2 marines 19/19 orbital command 3 marines 22/27 mule supply depot I usually pushed out at sub 4:20 with 7 marines and 10-12 scvs (leaving 3 scvs and a mule at home to continue mining). I actually wasn't sure if this was optimal or not, thinking that it might be better to leave sooner with a smaller number of marines/scvs, then follow up with a secondary wave of marines/scvs as they come in (being careful not to get the initial 3-5 marines killed). Hard to say really. In any event, it gave me the economy to drop 2 bunkers at the enemy base immediately -during- my attack, while maintaining continuous marine/scv production at home. Turned the whole attack into a game of crisis management, with the enemy trying frantically to fend off your dancing marine/scv force while worrying about the bunkers coming up. Also worked really nicely vs zerg - I double bunker on the lowground near his expo hatch while immediately pushing into his main - do economic damage then pull back to the bunkers my reinforcements were gathering at. Worked alot better than waiting and focusing down the expo hatch (which seemed to give them enough time to defend their main with no real losses). Anyway, even the OP's build would give you a second wave if you wanted it - you have a mule and can rebuild scvs as you go... It'd take awhile but it'll have an economy again eventually. | ||
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Joedaddy
United States1948 Posts
On May 19 2011 00:40 Falcon-sw wrote: It never ends. 5-rax reaper is the incredibly hard to hold off flavor of the month in ZvT, then Blizz nerfs it. Early rax pressure is the incredibly hard to hold off flavor of the month in ZvT, then Blizz nerfs it. Now we find another one. What is with Terran being obsessed with finding an easy way to win? You call it an "easy way to win," others call it "taking out the trash early." It's pretty beatable though. | ||
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closey
Hong Kong272 Posts
On May 20 2011 12:53 Joedaddy wrote: You call it an "easy way to win," others call it "taking out the trash early." It's pretty beatable though. I have to disagree there. A build that takes 50 effort should be countered at around 50-ish, not 1250. That's what the 5rax reaper is. If a terran micro is good enough, there is nothing the zerg can do about it, absolutely nothing. Don't get me wrong. 5rax reaper is not an 'easy way to win'! It still takes incredible timing to have the reaper stay out of range of everything the zerg has. But if a terran gets the timing right(which even a goldie like me can), all tier 2 units, speedlings queens roaches will never be able to scratch it. And the zerg will be forced to mass spine crawlers (becasue reapers has anti-building damage which takes out a few spines pretty quick). Blizzard had to nerf it or else we would never see anyone play zerg any more. | ||
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Slyce
United Kingdom173 Posts
TvT this is total fail if your opponent has half a brain... Reading this thread did help me granted. Though it must be working he was in gold and his main race was zerg. I am a ML Terran ^^ | ||
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Playerone111
39 Posts
Also you can see match well it was Kiwikaki vs Rainbow in NASL i guess, this should show you how NOT to defend this build | ||
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Rabid Wookie
United States68 Posts
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bramapanzer
83 Posts
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SwiftMike
United States6 Posts
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moskonia
Israel1448 Posts
the first time someone did this on me was a masters friend, it was shockingly powerful, but the 2nd game we played i was able to stop this by delaying him long enough to have enough forces (+probes). when someone did this to me on ladder as much as it was hard for me the first game so was it easy to hold in this game since the T doesn't have production, simply FF'ing the ramp while making more sentries till warpgate hits will end with an easy win :D | ||
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Pandain
United States12989 Posts
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Geiko
France1939 Posts
On May 21 2011 06:38 Pandain wrote: Happy birthday Geiko! Yeaaah Thank you !(my birthday is in 20 minutes in France but i guess in korea I'm already one year older) | ||
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TheDecoy
8 Posts
On May 16 2011 10:29 theBIGdog wrote: yet another strategy guide on how to abuse the best unit in the game User was temp banned from strategy forum for this post. User was warned for this post | ||
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Chinchillin
United States259 Posts
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