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[D] Is 6 pool overpowerd? - Page 11

Forum Index > StarCraft 2 Strategy
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roymarthyup
Profile Joined April 2010
1442 Posts
Last Edited: 2011-09-30 03:05:13
September 30 2011 03:04 GMT
#201
6pool is very easy to stop with FFE id be willing to provide a replay for any toss wondering how its done. but you have to go zerg and 6pool me


14forge
scout at 9pylon
scout after the forge as well. two scouts in order to see lings coming so you can pull probes to protect your cannon as the lings come

drop a cannon right after forge is done. make your wall forge/pylon/gateway/pylon, cannon behind it

when you see lings coming, finish your wall and pull all your probes except for 2 to defend the cannon as its building. you only need to defend against 6lings while its building. once wall is done resume mining


you will be far ahead
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
September 30 2011 03:33 GMT
#202
On September 30 2011 10:29 ZealotMaster wrote:
@michaelhasanalias

In relation to Shakuras, provided you build forge, gateway, cannon, gateway, I found I could just hold (when I scouted them first and they did not send drones to harass). The building order is critical because they start (or should start) killing your forge immediately, which is the weakest building in the wall, and the timing for getting the cannon up before the forge dies is very tight.

I see that you play on SEA - come to channel [TA] and ask me for a game some time, I would be happy to test the timing with you. If it turns out I am wrong, then it may be that cannon-in-main is also required in these circumstances on Shakuras.

In relation to gateway-first on 4 player maps, I feel that scouting information is relevant to the extent that if you find them first, you may have just enough time to get a forge/cannon up (you will probably also need to execute a temporary pylon block). Executing this block properly correctly is depends on things like whether it is possible to reinforce by adding buildings behind etc, which will depend on the particular ramp.

I agree that, as you say, if you scout them second or third, there's nothing to do but pull probes and micro (so scouting information is irrelevant).



I'm saying that, in the situation where you go gateway first and your opponent 6 pools, scouting information is irrelevant. Forge/cannon isn't the best option for you to even execute, probe dancing is. So, the best reaction doesn't actually require scouting information.

Now, against other early pools, a forge/cannon would be useful, but you will be able to scout these in advance. Against 6 pool specifically, you shouldn't forge/cannon off 1-gate core openers.

The reason I mention Shakuras specifically is because the spawning positions aren't equal because the map doesn't have reflective symmetry. This is why you had inconsistent results on your walling practice. It's a big difference if you spawn top left to bottom right versus bottom left to top right. That difference means maybe you can seal your wall and have a cannon in time.

Here's a post I just made in another thread that maybe you'd be interested in:


On September 30 2011 09:06 michaelhasanalias wrote:
Show nested quote +
On September 30 2011 06:25 lordsurya08 wrote:
I was looking at the TL wiki's page for Shakuras Plateau and I noticed this:

"Players always spawn in left versus right positions (i.e., positions 1 or 5 versus 7 or 11)."

This was a revelation for me as I thought that spawns were random - but apparently not. Are there spawning patterns for other maps? If so, what are they? Is there a page that lists all the patterns?



I think it's worth noting that few people realize Shakuras Plateau is actually translationally symmetrical, not bilaterally symmetrical. Also, the pathing from any given main to either opposite main passes through the same midpoint in the map.

[image loading]

If you look closely, the top left and bottom right positions are actually the closest rush distances you can get. Bottom left and top right are the furthest, and then either close air positions are in the middle. The rush distance is something like 5-7 seconds for zerglings between the close and far cross position spawns.

What all this means is that if you fear some kind of rush, and you spawn on the left side of the map, you should always scout bottom right first because it's always the closer of the two positions. If you spawn on the right side of the map, you should always scout top left first.

A game-related application of this would be like so:

In PvZ if Protoss opts for a 13 forge to fast expand, he will die to a well executed 6 pool if he spawned top left and zerg was bottom right. However, he will be completely safe if he spawned top right and the zerg spawned bottom left. Those five extra seconds allow enough time for the cannon to complete before the wall can go down. Conversely, those five fewer seconds allow the zerg to dismantle the wall and take down the cannon, killing the protoss if he tried to complete the wall instead of pylon/cannoning his mineral line.

KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
PieLieDie
Profile Joined September 2010
Sweden172 Posts
September 30 2011 03:46 GMT
#203
i never 6p anymore because i dont feel i get ahead even if i get the forge+pylon, most protosses seem to build a cannon in their mineral line which makes the game 8-9 drones vs 16-20 and even though i have an early queen i don't feel very comfortable
saltessio
Profile Joined October 2010
United States15 Posts
September 30 2011 04:17 GMT
#204
On September 28 2011 16:41 RockIronrod wrote:
Wait, so when Zerg FE's they're greedy, but when Protoss does it Zerg is overpowered?


I am a little puzzled by this too. I'm not an expert by any means, but if protoss players decide before scouting that they are going for one-base play, is a 6-pool a problem?
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
September 30 2011 04:25 GMT
#205
On September 28 2011 17:25 OptimusYale wrote:
Losing to 6pool is embarassing, I thought by now people would know how to defend.

As a Zerg I never win with 6 pool. If you feel that all zergs cheese, send a scout out earlier, see what they're up to....

Earlier than 9? What are you talking about?
Stork HerO and Protoss everywhere - redfive on bnet
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
September 30 2011 04:26 GMT
#206
On September 30 2011 13:17 saltessio wrote:
Show nested quote +
On September 28 2011 16:41 RockIronrod wrote:
Wait, so when Zerg FE's they're greedy, but when Protoss does it Zerg is overpowered?


I am a little puzzled by this too. I'm not an expert by any means, but if protoss players decide before scouting that they are going for one-base play, is a 6-pool a problem?


Zergs hatch first, this protoss is forging first and then depending on zerg spawn location, occasionally auto losing. If a zerg were to pool first then hatch and then lose based on spawn location, they'd have my sympathy.

You can't really make a comparison.
Stork HerO and Protoss everywhere - redfive on bnet
Yoshi Kirishima
Profile Blog Joined July 2009
United States10377 Posts
Last Edited: 2011-09-30 04:29:41
September 30 2011 04:29 GMT
#207
There are so many threads on 6 pool, you should see that it is very easy to stop, though most people do not do the best way. So no, it really is not too strong. Every race has their own strong cheeses.

On August 24 2011 13:51 Yoshi Kirishima wrote:
I will be quoting myself from another 6 pool thread.

Show nested quote +
The best way to do defend against 6 pool and also be better economically is just to build your pylon/gate hugging your nexus/mineral line, instead of at the ramp

This way if he comes with a 6 pool, your 2nd pylon you make will guarantee ur gateway gets the first zealot out, and at that point you just need a little micro to stack probes and go back and forth with your zealots

And if he doesn't 6 pool you, you can put your 2nd pylon and cyber/other2gates at your ramp later on; it will be there on time for any kind of speedling attacks

WhiteRa mentions this on one of MrBitter's videos

I'm curious though why more people don't do this.


And I'm still wondering why more people don't do this. There is no reason not to, really.

A forge + cannon is a waste and like some said if he just makes 6 lings and drones immediately (which is what I do when i play zerg and 6 pool or 7 pool) then the game will not be necessarily in your favor just by defending the 6 lings. Your gas tech will be significantly behind, u will have to kill ur pylon or such later on to leave your base, and the zerg should be able to catch up on econ/drones very easily (8-9 drones depending if 6 pool or 7 pool by time 6 lings start to build, then as you drone and your lings hit his base you should be at 12-14 drones while the protoss usually will have 15 ish, but even less if he cut in order to get forge+canon out; also get a queen and gas or a hatch or such).

Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
September 30 2011 04:34 GMT
#208
On September 30 2011 12:46 PieLieDie wrote:
i never 6p anymore because i dont feel i get ahead even if i get the forge+pylon, most protosses seem to build a cannon in their mineral line which makes the game 8-9 drones vs 16-20 and even though i have an early queen i don't feel very comfortable


Exactly what I thought. I once tried 6 pooling colrsvp and he added the cannon in the mineral line. Since then, I have abandoned any kind of 6 pooling.
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-09-30 06:27:43
September 30 2011 06:26 GMT
#209

well nobody is scared about six pools on shakuras because there are only 2 spawn locations...

On September 30 2011 07:49 Seeker wrote:

What? Shakuras is a 4 player map....


/end of discussion
SoBeDragon
Profile Joined October 2010
United States192 Posts
September 30 2011 06:33 GMT
#210
You might be able to draw something useful from HuK vs Moon at Dreamhack. I can't remember which one it was, but it was game 7 on TDA, and Moon 6 pooled. I remember HuK mentioned that he had a 2nd probe ready to scout in case he didn't scout first, so that might be something worth exploring.

If at first you don't succeed, redefine the parameters for success.
-KuDoKu-
Profile Joined September 2011
1 Post
September 30 2011 07:13 GMT
#211
The difference between 6 pool and overpowered 6 pool is null. This is because, 6 pool isn't overpowered, but either you are dieing to it or you are over reacting. Against zerg, on ALL maps, try to scout at 9. If u see 6 pool, make a forge, and a cannon. You will be, fine.
Terran is not OP neither is zerg, and neither is protoss... it is the player that is OP, and the player only.
nakedsurfer
Profile Joined April 2011
Canada500 Posts
September 30 2011 07:21 GMT
#212
On September 28 2011 16:41 RockIronrod wrote:
Wait, so when Zerg FE's they're greedy, but when Protoss does it Zerg is overpowered?


exactly this. zergs get punished a lot for fast expanding with a lot of different cheese. Just gotta learn how to deal with it with proper scouting. obviously if you don't see it coming you're screwed but thats just part of the game. If you scout one way on a 4 player map and they're on the other side then oh well...it's your fault for not going that way or sending 2 probes to be extra safe when being greedy.
Root4Root
willsterben
Profile Joined September 2011
25 Posts
Last Edited: 2011-09-30 07:29:46
September 30 2011 07:28 GMT
#213
you're supposed to build a pylon and cannon in your main mineral line and sac the pylon and forge at your front.
branflakes14
Profile Joined July 2010
2082 Posts
September 30 2011 07:34 GMT
#214
I think some scouting RNG is unavoidable, although we wouldn't be having this problem if there weren't so many fucking 4 player "macro" maps. Bring back Steppes of War, you'll scout that 6pool WELL before it becomes a threat.
s031720
Profile Joined December 2009
Sweden383 Posts
September 30 2011 07:38 GMT
#215
You can defend a 6 pool with your workers long enough to get a canon up at the right place. Its not even hard.

I play z, in teamplay ive been 6 pooled by three (3) zergs at the same time and have held it off with only workers, initial queen and a spinecrawler or two as soon as opportunity allows. Lings simply die to mineralwalking and queensurrounds.

P are getting greedy and are getting punished for it. On one hand its a BO win if 6-pool ever succeeds; and if the OP had used a smarter BO (considering 90% of every player he meets is Z, and 90% of the does 6-pool) he would be in GM in no time due to all the automatic wins.

On the other hand, 6-pool should never succeed, not even against subopitmal P-builds. Mineralwalk to kill the 6 first, or to hold them off enough to get your first Zealot or canon, after that there is no way Z can do any real damage unless you truly are the worse player. (and in that case you deserve to loose anyway).
Just another noob
willsterben
Profile Joined September 2011
25 Posts
September 30 2011 07:41 GMT
#216
On September 30 2011 12:46 PieLieDie wrote:
i never 6p anymore because i dont feel i get ahead even if i get the forge+pylon, most protosses seem to build a cannon in their mineral line which makes the game 8-9 drones vs 16-20 and even though i have an early queen i don't feel very comfortable


well you might not feel like it but technically you ARE ahead.
you have an early queen and can produce nothing but drones and an early expo without having to fear anything at all.
just try to hit every inject even if you can't use the larvae right away
Joseph123
Profile Joined October 2010
Bulgaria1144 Posts
September 30 2011 08:03 GMT
#217
For me it is. Reason why I think so. There was 1 zerg who provided replays of him 6 pooling gm players and he could win vs players who are way better than him just because of his strategy. Now tell how worse protoss or terran can win vs better player with proxy rax/gate/cannon rush/bunker rush.. ( yes i exclude pvp for cannon rush.. ). It is just funny.
willsterben
Profile Joined September 2011
25 Posts
September 30 2011 08:10 GMT
#218
well cannon rush doesn't really entirely guarantee a win vs a better player in pvp either because he could cancel gate and build nexus somewhere else and try to play from behind.

6pool well you shouldn't outright DIE to it either if you play a somewhat safe build.

but terran.. well...... let's just say sc2 is a really great game if you play terran.

HeavyWeapons
Profile Joined October 2010
50 Posts
September 30 2011 08:22 GMT
#219
Why go 6 pool ? 9 pool does good economic damage and sometimes even kills the toss that FFE if he doesn't have good micro Also you can drone up after your initial lings .
Working hard or hardly working ?
jarod
Profile Joined September 2010
Romania766 Posts
September 30 2011 08:25 GMT
#220
I am in the same situation, mid master EU toss. Last 20 games 15 were zergs and on 4pl maps i received a lot of sixpool.

Now there are some stuff you can do.
1. scout with probe after pylon(9)
scout with probe after forge(13) - only if you didnt find it.. the problem is scouting... if you are unlucky you find it to late..
2. white-ra style.. : 9- pylon scout 13- forge -15- pilon near nexus (main) if scouts 6 poll he makes canon in mineral line and throw down gateway - defend with probes until canon is ready and from there you can start an even match.
3. just play it safe... pylon->forge->canon nexus/gate (depending on what you have scouted) - this is throwing you behind.. but really .. not so much
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