Either way tho, great write-up with clear explanations. Love seeing these blue-highlighted posters enlightening the little people

Forum Index > StarCraft 2 Strategy |
galtdunn
United States977 Posts
Either way tho, great write-up with clear explanations. Love seeing these blue-highlighted posters enlightening the little people ![]() | ||
TDC
United States197 Posts
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.kv
United States2332 Posts
edit:nvm didn't ready it right lol | ||
KingofGods
Canada1218 Posts
![]() Here is my own variation of it after reading this thread in its entirety. Only had a chance to do this against ai so far. | ||
Flameling
United States413 Posts
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Alejandrisha
United States6565 Posts
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Scrubington
Canada475 Posts
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JinDesu
United States3990 Posts
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Hype.Report
Canada39 Posts
If you cut at 20 for your gates you get them up way before warpgate is finished. I found you can get an extra stalker or two probes and still get your gates up in time. I'll see if I can work out an exact bo for it. | ||
General_Winter
United States719 Posts
If you don't make the stalker until the nexus and gates what stops the scouting scv from seeing everything? Worse, what stops them from just rallying a marine into your base and killing probes until that stalker pops. With no gateway units at all, even just walking the first marine over seems like it should be really bad. | ||
iSTime
1579 Posts
On May 22 2011 01:11 General_Winter wrote: I've read the whole thread and even tried it a few times (2 / 4 wins) but I still don't get how this actually works if you perform it as above. When I've done this build, i get 100 gas and always make a stalker before doing anything else. If you don't make the stalker until the nexus and gates what stops the scouting scv from seeing everything? Worse, what stops them from just rallying a marine into your base and killing probes until that stalker pops. With no gateway units at all, even just walking the first marine over seems like it should be really bad. Probes outrun marines and take 7 shots to die btw. | ||
Alejandrisha
United States6565 Posts
This is a pretty good replay to study if you want to try out this build. If the terran doesn't scout you first, they can't reactor-tech lab 2rax and are force to use the arguable more versatile tech lab-reactor 2rax. In this case, he scouts me last and tries to break it anyway by pulling workers. But since he wasn't able to adjust earlier because of the scout timing, he went tech lab-reactor and you should be able to hold this cost effectively. Added the rep to OP as well ^^ Happy HuKking! | ||
HuK
Canada1591 Posts
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Stipulation
United States587 Posts
On May 22 2011 20:52 Liquid`HuK wrote: im honored Any advice on the scouting and what you don't do it against? I get so terrified when I watch you do it, but I'm working myself up to try it. | ||
desRow
Canada2654 Posts
I've beated cloud (rank 1 GM on EU) on US ladder today It's a sick build, only times ive lost is when i became over confident and all in on 5-7 gates and had poor micro or lost to medivacs (can't kill shit with medivacs lulz) | ||
Zeds_Dead
United States6 Posts
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iChau
United States1210 Posts
This build is a freaking sexy build. It feels A LOT safer than a 16 nexus, but gets an expansion earlier than a 1 gate FE. However, the timings on this build is freaking awesome. You can put A LOT of pressuure while getting a HUGE economy. For some reason I feel like I can double forge + templar tech much easier, safer, and faster than a 16 nexus and a 1 gate FE. Thanks! | ||
-orb-
United States5770 Posts
Definitely going to try this out next time I log on ![]() I feel like an actual solid build order is what I've been missing in PvT for so long | ||
I)etox
1240 Posts
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ChickenLips
2912 Posts
I'm waiting ![]() | ||
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