[G] (T) 3 racks : Cheesing your way to GM league - Page 56
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barrykp
Ireland174 Posts
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Belial88
United States5217 Posts
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Weenkus
Croatia26 Posts
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. | ||
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Drive_
Canada35 Posts
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freetgy
1720 Posts
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tuestresfat
2555 Posts
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. | ||
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CaptPanda
48 Posts
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. | ||
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max0xff
Bulgaria3 Posts
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 | ||
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Tetryl
United States13 Posts
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random322
17 Posts
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closey
Hong Kong272 Posts
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 | ||
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DustinQQ
United States69 Posts
On July 18 2011 12:18 closey wrote: 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. | ||
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closey
Hong Kong272 Posts
On July 18 2011 15:21 DustinQQ wrote: 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! | ||
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tuestresfat
2555 Posts
On July 18 2011 17:13 closey wrote: 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. | ||
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fezvez
France3021 Posts
On July 18 2011 17:18 tuestresfat wrote: 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... | ||
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tuestresfat
2555 Posts
On July 18 2011 17:24 fezvez wrote: 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. | ||
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xai_death
Netherlands65 Posts
. 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 . | ||
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Moobutt
United States1996 Posts
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Exists
United States32 Posts
http://sc2rep.com/replays/(T)Exists_vs_(P)Kalel_delta_quadrant_sc2rep_com_20110720/11429 | ||
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JoeAWESOME
Sweden1080 Posts
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I'm in plat league