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[G] (T) 3 racks : Cheesing your way to GM league - Page 30

Forum Index > StarCraft 2 Strategy
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Soluhwin
Profile Joined October 2010
United States1287 Posts
May 19 2011 23:42 GMT
#581
This happened to me once on ladder and the only thing I could think of was how...not well thought out the build was. I suppose he just didn't execute it right somehow as I lost my scouting overlord and still held it with 8 drones left after going hatch first.
I put the sexy in dyslexia.
HuHEN
Profile Joined February 2010
United Kingdom514 Posts
May 19 2011 23:45 GMT
#582
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.
Havefa1th
Profile Blog Joined November 2010
United States245 Posts
May 20 2011 00:09 GMT
#583
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.
"Apparently I just needed to play the way I did... and realize he killed his own command center." - Idra
HuHEN
Profile Joined February 2010
United Kingdom514 Posts
May 20 2011 01:18 GMT
#584
OK, I see your point, it doesn't limit one's options THAT much, I guess I was clutching at straws because this cheese is so damn scary.
Medrea
Profile Joined May 2011
10003 Posts
May 20 2011 01:50 GMT
#585
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.

twitch.tv/medrea
CodeskyE
Profile Joined January 2011
United States777 Posts
May 20 2011 01:56 GMT
#586
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.
Snaphoo
Profile Joined July 2010
United States614 Posts
May 20 2011 02:25 GMT
#587
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.
Ncinerate
Profile Joined October 2010
172 Posts
May 20 2011 03:03 GMT
#588
On May 20 2011 07:23 Motat wrote:
Show nested quote +
On May 19 2011 20:44 Gulzt wrote:
Aha, a top platinum player I faced pulled of a variation to this strat. I was instantly suspisious when I scouted the callsupply as zerg on the depot near the ramp but then it was already to late. I barely held it off but the dmg had been done and the next wave meant gg.

Going to check a few of the replays soon. Thanks for sharing!


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.
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
May 20 2011 03:53 GMT
#589
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.
I might be the minority on TL, but TL is the minority everywhere else.
closey
Profile Joined October 2010
Hong Kong272 Posts
May 20 2011 11:42 GMT
#590
On May 20 2011 12:53 Joedaddy wrote:
Show nested quote +
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.


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.
Rock, Paper, Scissors
Slyce
Profile Joined December 2010
United Kingdom173 Posts
May 20 2011 12:11 GMT
#591
I have now had someone attempt this against me now...

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 ^^
http://www.fm-esports.org/
Playerone111
Profile Joined January 2011
39 Posts
Last Edited: 2011-05-20 20:14:25
May 20 2011 20:11 GMT
#592
Well the biggest indicator of this is the wall in on the lowground, and this must have been mentioned like thousand times in this topic already... This build is like a plague nowadays... I find myself defending it with like 1 zealot 1 stalker 2 sentries ( i have about 3 force fields ), hold your ramp as long as possible and chrono boost your warp gate, as soon as your warp gate finishes and you can warp in like 2-3 stalkers, you should be able to defend it with no problems, you should pull probes to help it out, as the terran must've pulled like ~80% of his scvs, letting only mules to mine minerals in his main. In my opinion this marine scv all in is like the easiest to execute... thats even easier than 4 gate


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
Rabid Wookie
Profile Joined August 2010
United States68 Posts
May 20 2011 20:33 GMT
#593
I went 3-4 trying my variation of this build yesterday and do completely in part that they're ready for this 3 rax build mine failed as well. I think at this point it's time to file the build away for a rainy day or when I have an extra 10 minutes to kill before I'm done playing. It's a strong all in build that will work well if they don't scout and or respond correctly but it's far too wide spread at the moment to continue to use.
bramapanzer
Profile Joined December 2010
83 Posts
May 20 2011 21:03 GMT
#594
How can this possibly be considered a "new strat?" Did any of you watch GSL3? BitByBit? Rain? seriously guys, its a marine scv all in, of course it's extremely powerful. What's new about this in the slightest?
SwiftMike
Profile Joined April 2011
United States6 Posts
May 20 2011 21:21 GMT
#595
This is literally 80% of terrans that i face in masters, if I see the bottom walled off with the supply depot and racks i assume its 3 rax all the time..
moskonia
Profile Joined January 2011
Israel1448 Posts
May 20 2011 21:31 GMT
#596
this tact is a good cheese, but if you know it, its easy to stop (sentries FFing the ramp till warpgate hits).
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
Pandain
Profile Blog Joined May 2010
United States12989 Posts
May 20 2011 21:38 GMT
#597
Happy birthday Geiko!
Geiko
Profile Blog Joined June 2010
France2050 Posts
Last Edited: 2011-05-20 21:41:45
May 20 2011 21:40 GMT
#598
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)
geiko.813 (EU)
TheDecoy
Profile Joined November 2010
8 Posts
May 20 2011 22:03 GMT
#599
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
Chinchillin
Profile Joined February 2011
United States259 Posts
May 20 2011 22:05 GMT
#600
I tend to disagree... it works one time, but the second time anyone sees this and they can't stop it... shame on them
Leenocktopus! InNoVation!
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