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[G] (T) 3 racks : Cheesing your way to GM league - Page 56

Forum Index > StarCraft 2 Strategy
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barrykp
Profile Joined August 2010
Ireland174 Posts
July 16 2011 01:31 GMT
#1101
To the question about having to cancel the hatch. I do what you called 14/14/20 and I haven't ever cancelled the hatch. This rush is low on dps so it's not really able to do something like focus down the hatch and pull back - the time spent means any zerg will have more zerglings to defend. That's just a theory though, but it's the logical explanation for the fact that each time I faced this the terran player ignored the expansion hatch and tried to kill me straight up.
Lecture me some more on how to play please; I need help.
Belial88
Profile Blog Joined November 2010
United States5217 Posts
July 16 2011 09:12 GMT
#1102
^ You sure about that? With all the SCVs they bring, and the bunkers they can throw down, I don't know about that.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Weenkus
Profile Blog Joined August 2010
Croatia26 Posts
Last Edited: 2011-07-16 09:21:11
July 16 2011 09:20 GMT
#1103
On July 16 2011 10:31 barrykp wrote:
To the question about having to cancel the hatch. I do what you called 14/14/20 and I haven't ever cancelled the hatch. This rush is low on dps so it's not really able to do something like focus down the hatch and pull back - the time spent means any zerg will have more zerglings to defend. That's just a theory though, but it's the logical explanation for the fact that each time I faced this the terran player ignored the expansion hatch and tried to kill me straight up.


I would really like to see that on a replay becuase I was up this build 10 to 20 times and my hatch went down in seconds I more prefed to cancel it since it was going down relativly fast put additional spines and pull all my drones and zerglings to fight so if I even lose the drone ling fight I will have 3 spines around my main base.
Drive_
Profile Joined May 2011
Canada35 Posts
July 16 2011 10:57 GMT
#1104
I'm a Terran and I hate how this is the most popular Terran strategy thread -_-
freetgy
Profile Joined November 2010
1720 Posts
July 16 2011 11:10 GMT
#1105
died to it yesterday, god i hate it when i scout it last position -.-
tuestresfat
Profile Joined December 2010
2555 Posts
July 16 2011 11:14 GMT
#1106
On July 16 2011 18:12 Belial88 wrote:
^ You sure about that? With all the SCVs they bring, and the bunkers they can throw down, I don't know about that.

barrykp is correct, Terrans who take down your natural instead of going straight for your drones are executing sub-optimal play. They have to straight up kill you with this.

If they even have the money to throw down bunkers, they are not doing this build correctly lol.
CaptPanda
Profile Joined August 2010
48 Posts
July 16 2011 14:20 GMT
#1107
You should cancel the hatchery if you can produce anything with the mineral it gets you. That is, if you have any unspent larva you should immediately cancel the hatchery and pump lings (or crawlers if you scouted this near his base.)

It's not really a matter of there being little reason to cancel it so much as not having any reason not to cancel. The game is over once the push is done, and it won't stall since good Terrans go straight for the main anyways.
max0xff
Profile Joined December 2010
Bulgaria3 Posts
July 16 2011 16:46 GMT
#1108
I've made an experiment with this build - 21 games, no matter of map, result is 17 wins - 4 looses.

I've lost from 1 terran, who understand whats going on, when he saw buildings in lower. Other 3 looses was from zergs, with a lot of spine crawlers, and not very good micro by me I'm in plat league

Experiment is over, there is too much rage with this build

10x Geiko
Tetryl
Profile Joined March 2010
United States13 Posts
July 16 2011 17:06 GMT
#1109
I'm terran and I've beaten this build everytime I've seen it. Building your supply depot and barracks at the bottom of the ramp is extremely fishy and most terrans will immediatly respond with a bunker. I think this build would be much harder for at least terrans to deal with if you hid your 2 barracks somewhere on the map and just built your barracks at the top of the ramp. That way most terrans will react with either a FE or a tech build, both responses you would want.
random322
Profile Joined December 2010
17 Posts
Last Edited: 2011-07-16 18:57:18
July 16 2011 18:53 GMT
#1110
this build is stupid, there is no way to transition with zero scvs. this is just a 2 rax all in except the guy decided to throw on another rax. sentries counter this, bunkers counter this, banelng nest counter this. hey guys, 4 gate doeswork anymore why dont we just make a 5 gate, and 6 pool doesnt work why dont we just make a 7 pool.
closey
Profile Joined October 2010
Hong Kong272 Posts
July 18 2011 03:18 GMT
#1111
On July 17 2011 03:53 random322 wrote:
this build is stupid, there is no way to transition with zero scvs. this is just a 2 rax all in except the guy decided to throw on another rax. sentries counter this, bunkers counter this, banelng nest counter this. hey guys, 4 gate doeswork anymore why dont we just make a 5 gate, and 6 pool doesnt work why dont we just make a 7 pool.


Sentries don't counter this, because you can best throw down 1 forcefield. If you get another sentry you will not have enough for stalker which is the only thing that can take down those damn marines. You need to pour all your gas into stalkers and push out to kite marines (perfectly).

Bunker counters this no problem, baneling nest...the timing is a little tough, but it works, though I prefer spines + mass zerglings + Drones
Rock, Paper, Scissors
DustinQQ
Profile Joined December 2010
United States69 Posts
July 18 2011 06:21 GMT
#1112
On July 18 2011 12:18 closey wrote:
Show nested quote +
On July 17 2011 03:53 random322 wrote:
this build is stupid, there is no way to transition with zero scvs. this is just a 2 rax all in except the guy decided to throw on another rax. sentries counter this, bunkers counter this, banelng nest counter this. hey guys, 4 gate doeswork anymore why dont we just make a 5 gate, and 6 pool doesnt work why dont we just make a 7 pool.


Sentries don't counter this, because you can best throw down 1 forcefield. If you get another sentry you will not have enough for stalker which is the only thing that can take down those damn marines. You need to pour all your gas into stalkers and push out to kite marines (perfectly).

Bunker counters this no problem, baneling nest...the timing is a little tough, but it works, though I prefer spines + mass zerglings + Drones

Depending on the map distance, if toss goes zealot then sentry, and sees it coming, he can chronoboost out 2 more sentries and he can hold it off.
closey
Profile Joined October 2010
Hong Kong272 Posts
July 18 2011 08:13 GMT
#1113
On July 18 2011 15:21 DustinQQ wrote:
Show nested quote +
On July 18 2011 12:18 closey wrote:
On July 17 2011 03:53 random322 wrote:
this build is stupid, there is no way to transition with zero scvs. this is just a 2 rax all in except the guy decided to throw on another rax. sentries counter this, bunkers counter this, banelng nest counter this. hey guys, 4 gate doeswork anymore why dont we just make a 5 gate, and 6 pool doesnt work why dont we just make a 7 pool.


Sentries don't counter this, because you can best throw down 1 forcefield. If you get another sentry you will not have enough for stalker which is the only thing that can take down those damn marines. You need to pour all your gas into stalkers and push out to kite marines (perfectly).

Bunker counters this no problem, baneling nest...the timing is a little tough, but it works, though I prefer spines + mass zerglings + Drones

Depending on the map distance, if toss goes zealot then sentry, and sees it coming, he can chronoboost out 2 more sentries and he can hold it off.


I'm not sure about that, because if the toss gets 2 sentries he'd be able to hold of for another 15 seconds...and run out of gas for stalkers. SCV + marine absolutely slaughters zealots, Terran can simply just wait on the low ground for the FF to dissipate...at least that's what I see in Geiko's replays!
Rock, Paper, Scissors
tuestresfat
Profile Joined December 2010
2555 Posts
July 18 2011 08:18 GMT
#1114
On July 18 2011 17:13 closey wrote:
Show nested quote +
On July 18 2011 15:21 DustinQQ wrote:
On July 18 2011 12:18 closey wrote:
On July 17 2011 03:53 random322 wrote:
this build is stupid, there is no way to transition with zero scvs. this is just a 2 rax all in except the guy decided to throw on another rax. sentries counter this, bunkers counter this, banelng nest counter this. hey guys, 4 gate doeswork anymore why dont we just make a 5 gate, and 6 pool doesnt work why dont we just make a 7 pool.


Sentries don't counter this, because you can best throw down 1 forcefield. If you get another sentry you will not have enough for stalker which is the only thing that can take down those damn marines. You need to pour all your gas into stalkers and push out to kite marines (perfectly).

Bunker counters this no problem, baneling nest...the timing is a little tough, but it works, though I prefer spines + mass zerglings + Drones

Depending on the map distance, if toss goes zealot then sentry, and sees it coming, he can chronoboost out 2 more sentries and he can hold it off.


I'm not sure about that, because if the toss gets 2 sentries he'd be able to hold of for another 15 seconds...and run out of gas for stalkers. SCV + marine absolutely slaughters zealots, Terran can simply just wait on the low ground for the FF to dissipate...at least that's what I see in Geiko's replays!

DustinQQ is correct. Sentry expand will stop this. Toss players just didn't know how to scout.
fezvez
Profile Blog Joined January 2011
France3021 Posts
July 18 2011 08:24 GMT
#1115
On July 18 2011 17:18 tuestresfat wrote:
Show nested quote +
On July 18 2011 17:13 closey wrote:
On July 18 2011 15:21 DustinQQ wrote:
On July 18 2011 12:18 closey wrote:
On July 17 2011 03:53 random322 wrote:
this build is stupid, there is no way to transition with zero scvs. this is just a 2 rax all in except the guy decided to throw on another rax. sentries counter this, bunkers counter this, banelng nest counter this. hey guys, 4 gate doeswork anymore why dont we just make a 5 gate, and 6 pool doesnt work why dont we just make a 7 pool.


Sentries don't counter this, because you can best throw down 1 forcefield. If you get another sentry you will not have enough for stalker which is the only thing that can take down those damn marines. You need to pour all your gas into stalkers and push out to kite marines (perfectly).

Bunker counters this no problem, baneling nest...the timing is a little tough, but it works, though I prefer spines + mass zerglings + Drones

Depending on the map distance, if toss goes zealot then sentry, and sees it coming, he can chronoboost out 2 more sentries and he can hold it off.


I'm not sure about that, because if the toss gets 2 sentries he'd be able to hold of for another 15 seconds...and run out of gas for stalkers. SCV + marine absolutely slaughters zealots, Terran can simply just wait on the low ground for the FF to dissipate...at least that's what I see in Geiko's replays!

DustinQQ is correct. Sentry expand will stop this. Toss players just didn't know how to scout.


What expand?

The rush starts at 4:30, hits at around 5:10. At best, you have one sentry, and you chronoboost the other because you scout well. Then, you run out of gas. And... die...
tuestresfat
Profile Joined December 2010
2555 Posts
July 18 2011 08:28 GMT
#1116
On July 18 2011 17:24 fezvez wrote:
Show nested quote +
On July 18 2011 17:18 tuestresfat wrote:
On July 18 2011 17:13 closey wrote:
On July 18 2011 15:21 DustinQQ wrote:
On July 18 2011 12:18 closey wrote:
On July 17 2011 03:53 random322 wrote:
this build is stupid, there is no way to transition with zero scvs. this is just a 2 rax all in except the guy decided to throw on another rax. sentries counter this, bunkers counter this, banelng nest counter this. hey guys, 4 gate doeswork anymore why dont we just make a 5 gate, and 6 pool doesnt work why dont we just make a 7 pool.


Sentries don't counter this, because you can best throw down 1 forcefield. If you get another sentry you will not have enough for stalker which is the only thing that can take down those damn marines. You need to pour all your gas into stalkers and push out to kite marines (perfectly).

Bunker counters this no problem, baneling nest...the timing is a little tough, but it works, though I prefer spines + mass zerglings + Drones

Depending on the map distance, if toss goes zealot then sentry, and sees it coming, he can chronoboost out 2 more sentries and he can hold it off.


I'm not sure about that, because if the toss gets 2 sentries he'd be able to hold of for another 15 seconds...and run out of gas for stalkers. SCV + marine absolutely slaughters zealots, Terran can simply just wait on the low ground for the FF to dissipate...at least that's what I see in Geiko's replays!

DustinQQ is correct. Sentry expand will stop this. Toss players just didn't know how to scout.


What expand?

The rush starts at 4:30, hits at around 5:10. At best, you have one sentry, and you chronoboost the other because you scout well. Then, you run out of gas. And... die...

Obviously you don't throw down the actual nexus, I'm talking about the opening you do when trying to sentry expand. Everything else you said is completely false -.-' If you only have one sentry at 5:10 that means you didn't scout, if you ran out of gas you obviously aren't doing any form of sentry expand opener, and if you die it just means you suck shit at micro and deserve to lose.
xai_death
Profile Joined February 2011
Netherlands65 Posts
July 19 2011 22:17 GMT
#1117
Thanks for this build . I'm a random player since not so long, and I was really having trouble doing anything as terran. So I just do this every match I'm terran and play properly when I'm another race .
Be sure to check out my stream!
Moobutt
Profile Joined May 2011
United States1996 Posts
July 20 2011 00:48 GMT
#1118
I love making bronze leaguers rage with this. I'm getting bm'd so hard because I use this.
3/22/16 The Day EG Died
Exists
Profile Joined June 2011
United States32 Posts
July 20 2011 05:48 GMT
#1119
I just did this in my very first game. It works perfectly. Here is the replay think.

http://sc2rep.com/replays/(T)Exists_vs_(P)Kalel_delta_quadrant_sc2rep_com_20110720/11429
Every gun that is made, every warship launched, every rocket fired, signifies in the final sense a theft from those who hunger and are not fed, those who are cold and are not clothed. -Dwight D. Eisenhower
JoeAWESOME
Profile Joined February 2011
Sweden1080 Posts
July 20 2011 05:51 GMT
#1120
This is only rly annoying when I get close pos (I play Z) What you have to do is to have 1 or 2 spines and then have the workers around the spines crawler. Spam S to screw up the AI for the SVCs so they dont attack anything and then just have the spine targeting down the marines and you got it.
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