Anyways, AMAZING JOB.
BOSS Cannon Rush - Page 13
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snaerdi
Finland70 Posts
Anyways, AMAZING JOB. | ||
Giwoon
Korea (South)431 Posts
ahhh i see xD | ||
littleblappa
United States4 Posts
I hope that you guys don't forget that a counter for this build is to scout for a REALLY early forge and if you scout that, kill the Probe as soon as possible with SCVs or Drones before it starts warping cannons. When that happens, rush them as soon as possible with marines because the protoss player will try to recover from that and you can't let them get away. | ||
101toss
3232 Posts
On June 02 2011 06:02 littleblappa wrote: I'm a rank 60 Diamond I hope that you guys don't forget that a counter for this build is to scout for a REALLY early forge and if you scout that, kill the Probe as soon as possible with SCVs or Drones before it starts warping cannons. When that happens, rush them as soon as possible with marines because the protoss player will try to recover from that and you can't let them get away. See though, people don't scout in 4v4 | ||
TheGiz
Canada708 Posts
On June 02 2011 06:02 littleblappa wrote: I'm a rank 60 Diamond + Show Spoiler + not talking about 4s, herp derp herp derp again This is super naive thinking because the whole point of the build is that it doesn't matter if it is scouted or not. You build 3-4 pylons right in their face and make them deal with it. If it fails you just drop a Cannon in-base and fast expand while getting Gates up. The best counter is seriously just good reaction time. I continued doing this last night and every time I failed it was because they send a goddam tail or flooded my area before I could get all the pylons up. I still can't get the stop trick right. I also have to be better with my second probe too. Any time I didn't cannon rush last night, I or my teammates just got rolled by 6-8pool + 2rax + 2Gate anyways. That combination is basically impossible to stop, especially on maps like Toxic Slums where your base is isolated and your partners may be unwilling to send their 1 Zealot against 6-8 marines, zerglings, and 4 Zealots. You're basically better off cannon rushing, since there's little else you can do if they choose to be that cheap. The only rush I stopped last night was a Ling+2Rax+4gate on District 10 because I went straight for Colossus. Had they come earlier it wouldn't have mattered. The worst part is that after successfully rushing yesterday many times my teammates still couldn't convert the win. After the rush you're basically playing a 3.5 vs 3 and if you have some crap (Bronze/Silver quality) teammates it really sucks. So tl;dr: Go for the rush and if it fails pray that your teammates are good enough to survive until you can help them. | ||
Mactator
109 Posts
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primebeef
United States140 Posts
For terran, the barrack comes up at the same time or a little bit before the forge does, and marine can kill the probe before he the pylons even finish, so you will have 2-3 wasted pylons. For protoss, unless they are going 14 nexus they will get out a zealot before your pylon finishes building. | ||
-Doji-
Belgium127 Posts
It lets you shut down their natural fairly easily. However, I have no experience with this in a team setting, should be fun to try out. The stop-trick in particular sounds like a useful mechanic to exploit. Thanks for this write-up dude | ||
IIIOmegaIII
Sweden319 Posts
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TheGiz
Canada708 Posts
On June 02 2011 22:37 primebeef wrote: I don't see how this would work, because for zerg, the standard vs toss is pool b4 hatch unless its a long map, and you can't cannon their mineral line from behind like that because the creep from the hatch goes over. For terran, the barrack comes up at the same time or a little bit before the forge does, and marine can kill the probe before he the pylons even finish, so you will have 2-3 wasted pylons. For protoss, unless they are going 14 nexus they will get out a zealot before your pylon finishes building. This is for TEAM GAMES if you didn't get that already. No Protoss in their right mind goes 14 Nexus in a team game, so clearly you weren't paying attention to the OP. Also, the cannons can begin production before a Marine or Zealot is out, since every time I enter someone's base I clearly see a half-done Barracks or Gateway, and I'm just about at 300 minerals since I cut Probes. The best counter I've seen after I got the cannons up was a Bunker being dropped in the mineral line while the Marine and Cannon were building. Few players are that smart though, and I still took out a fair amount of SCVs. | ||
roberT_
United States6 Posts
4v4 Pylon Placement: Google Docs Link Here are some tips I can offer on execution of the cannon rush that I've learned from experience: -Que up the pylons ahead of time. This will allow for more time to verify you get the proper pylon wall-in. -Try to have a teamate scout to find a protoss opponent for you to target first. If your cannon rushing probe also scouts, there's a better chance they will follow your probe. -I agree with the idea that you can lose a probe following you by making him attack you to create space to block in with a pylon, but I want to elaborate a bit more on that. I mentioned above that I think it's best to que up the pylons for faster and more accurate exectution. You can add a jog in your probes path to force any following probe to attack you. Additionally, you should make sure you approach from the 1 pylon side of your wall-in, so that you only need to place 1 pylon before the following probe has a chance to catch back up to your cannon probe. | ||
lbkonidevil
England8 Posts
Is there maybe a replay i could see? Thanks ^^ | ||
lim1017
Canada1278 Posts
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pig-dude
United States170 Posts
On June 02 2011 22:15 TheGiz wrote: This is super naive thinking because the whole point of the build is that it doesn't matter if it is scouted or not. You build 3-4 pylons right in their face and make them deal with it. If it fails you just drop a Cannon in-base and fast expand while getting Gates up. The best counter is seriously just good reaction time. I continued doing this last night and every time I failed it was because they send a goddam tail or flooded my area before I could get all the pylons up. I still can't get the stop trick right. I also have to be better with my second probe too. Any time I didn't cannon rush last night, I or my teammates just got rolled by 6-8pool + 2rax + 2Gate anyways. That combination is basically impossible to stop, especially on maps like Toxic Slums where your base is isolated and your partners may be unwilling to send their 1 Zealot against 6-8 marines, zerglings, and 4 Zealots. You're basically better off cannon rushing, since there's little else you can do if they choose to be that cheap. The only rush I stopped last night was a Ling+2Rax+4gate on District 10 because I went straight for Colossus. Had they come earlier it wouldn't have mattered. The worst part is that after successfully rushing yesterday many times my teammates still couldn't convert the win. After the rush you're basically playing a 3.5 vs 3 and if you have some crap (Bronze/Silver quality) teammates it really sucks. So tl;dr: Go for the rush and if it fails pray that your teammates are good enough to survive until you can help them. Yes, it matters if scouted. Any competent player can surround and kill a probe with four workers, five if you're slow. If you see an early forge and early scout, just don't let the probe get behind your minerals. The strength of this "build" is that it punishes players with poor micro. | ||
primebeef
United States140 Posts
On June 02 2011 23:02 TheGiz wrote: This is for TEAM GAMES if you didn't get that already. No Protoss in their right mind goes 14 Nexus in a team game, so clearly you weren't paying attention to the OP. Also, the cannons can begin production before a Marine or Zealot is out, since every time I enter someone's base I clearly see a half-done Barracks or Gateway, and I'm just about at 300 minerals since I cut Probes. The best counter I've seen after I got the cannons up was a Bunker being dropped in the mineral line while the Marine and Cannon were building. Few players are that smart though, and I still took out a fair amount of SCVs. There are games where you can go 14 nexus, you partner just has to produce a large army as you get your econ going, and you will bulldoze them in the mid to late game. | ||
Froadac
United States6733 Posts
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Matharos
Canada211 Posts
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Souljah
United States423 Posts
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bLingKing
Canada33 Posts
incoming temp ban for speaking truth... User was temp banned for this post. | ||
Geegeez
Canada226 Posts
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