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[D] Is 6 pool overpowerd? - Page 8

Forum Index > StarCraft 2 Strategy
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xsnac
Profile Blog Joined August 2011
Barbados1365 Posts
September 29 2011 21:37 GMT
#141
play standard 3 gate sentry and ur safe . you can be safe if you go forge , cannon , nexus aswel .
1/4 \pi \epsilon_0
Zanzabarr
Profile Joined October 2010
Canada217 Posts
September 29 2011 21:39 GMT
#142
On September 30 2011 06:26 BadgerBadger8264 wrote:
Show nested quote +
Blizzard has removed 7 rax reaper rush because of how hard it is to scout in time.. even though it was easily defendable as Protoss if they get a fast stalker.....(need supply depot before barracks) Blizzard has nerfed zealot rushes (zealot time from 33 to 38), and has reduced barracks time by 5 sec (to nerf fast marine bunker rushes).... yet they have done nothing to limit how insanely fast zergs can get lings out... often unscoutable if you are unlucky on a 4 player map. In Blizzard's mind, this should be nerfed just like the rest of the early game stuff. Terran needs suppy depot before barracks. Protoss needs pylon before gateway.... Zerg should need to make an OL before pool.

Yes, that's how balance works in this game. Protoss and terran were nerfed, so zerg should be nerfed as well. An eye for an eye, right?

*Facepalm*


You're obviously an idiot, as you completely failed to comprehend my valid point. This has nothing to do with race, and everything to do with nerfing strategies that are considered to be "unscoutable in time for a player to react". I'm pretty sure no one actually thinks zealots coming out at 33 seconds is too strong, but it led to, as Blizzard stated, an insufficient amount of time for the opponent to react if you were 2 gate proxy rushing him (in PvP). The same goes for the supply depot before barracks reasoning. The fact that it just so happens that Zerg still has the ability to execute strategies that are often unable to be "scouted with a sufficient amount of time to react" is a design flaw by blizzard.

This has nothing to do with nerfing races, but nerfing those type of strategies. Agree with it or not, I'd think any reasonably intelligent person unlike yourself would agree that Blizzard should either remove all such strategies equally, or none at all... for a balanced game at least.
BadgerBadger8264
Profile Joined March 2011
Netherlands409 Posts
Last Edited: 2011-09-29 21:55:19
September 29 2011 21:48 GMT
#143

You're obviously an idiot, as you completely failed to comprehend my valid point. This has nothing to do with race, and everything to do with nerfing strategies that are considered to be "unscoutable in time for a player to react". I'm pretty sure no one actually thinks zealots coming out at 33 seconds is too strong, but it led to, as Blizzard stated, an insufficient amount of time for the opponent to react if you were 2 gate proxy rushing him (in PvP). The same goes for the supply depot before barracks reasoning. The fact that it just so happens that Zerg still has the ability to execute strategies that are often unable to be "scouted with a sufficient amount of time to react" is a design flaw by blizzard.

This has nothing to do with nerfing races, but nerfing those type of strategies. Agree with it or not, I'd think any reasonably intelligent person unlike yourself would agree that Blizzard should either remove all such strategies equally, or none at all... for a balanced game at least.

Wow, immediately dropping down the insults because you made a flawed point? Pathetic.

6 pool is scoutable on time, easily, there is no wall between you and the pool, nothing blocking you whatsoever, and anything short of a nexus first will allow you to prepare and defend a 6 pool without blindly adjusting it.

WAY, WAY different from the other builds, that were (nearly) completely unscoutable that counter a vast majority of builds, they aren't specific builds that counter one specific variation of one specific build that would only kill you if you took the biggest risk you could possibly take (nexus first knowing you cannot scout on time, aka not on the first scouted spot).
Zanzabarr
Profile Joined October 2010
Canada217 Posts
Last Edited: 2011-09-29 22:01:26
September 29 2011 22:00 GMT
#144
On September 30 2011 06:48 BadgerBadger8264 wrote:
Show nested quote +

You're obviously an idiot, as you completely failed to comprehend my valid point. This has nothing to do with race, and everything to do with nerfing strategies that are considered to be "unscoutable in time for a player to react". I'm pretty sure no one actually thinks zealots coming out at 33 seconds is too strong, but it led to, as Blizzard stated, an insufficient amount of time for the opponent to react if you were 2 gate proxy rushing him (in PvP). The same goes for the supply depot before barracks reasoning. The fact that it just so happens that Zerg still has the ability to execute strategies that are often unable to be "scouted with a sufficient amount of time to react" is a design flaw by blizzard.

This has nothing to do with nerfing races, but nerfing those type of strategies. Agree with it or not, I'd think any reasonably intelligent person unlike yourself would agree that Blizzard should either remove all such strategies equally, or none at all... for a balanced game at least.

Wow, immediately dropping down the insults because you made a flawed point? Pathetic.

6 pool is scoutable on time, easily, there is no wall between you and the pool, nothing blocking you whatsoever, and anything short of a nexus first will allow you to prepare and defend a 6 pool without blindly adjusting it.

WAY, WAY different from the other builds, that were (nearly) completely unscoutable that counter a vast majority of builds, they aren't specific builds that counter one specific variation of one specific build that would only kill you if you took the biggest risk you could possibly take (nexus first knowing you cannot scout on time, aka not on the first scouted spot).


6 pool isn't scoutable in time in a lot of cases on 4 player maps. You obviously don't even play this game at a high level. Even when it fails, the zerg isn't behind, as seen in a lot of pro matches. That is more than enough justification for something to be changed. The other builds were no less scoutable than 6 pool is, and 6 pool comes far earlier than any of those builds did. 6 pool is far harder to stop and be ahead than 7 rax reaper or zealot rushing ever was.

What are you even talking about a wall? There is no wall off in any of the builds I mentioned. Another reading comprehension fail... just quit now.
DarkEnergy
Profile Joined June 2011
Netherlands542 Posts
September 29 2011 22:01 GMT
#145
Well you take that risk if you fe. we zerg do this allot and we get punished by it to. for example a 2 rax/proxy rax into bunker rush. or cannons at the nat etc. you can't really say broken or nerf because you got caught with your hand in the cookie jar right ?
and if what your saying is really true follow this advice.
if you just build a full wall and cannon up you win all those games.
Thats right stimmed marines can outrun aeroplanes.Tasteless
BadgerBadger8264
Profile Joined March 2011
Netherlands409 Posts
Last Edited: 2011-09-29 22:07:25
September 29 2011 22:03 GMT
#146
6 pool isn't scoutable in time in a lot of cases on 4 player maps. You obviously don't even play this game at a high level. Even when it fails, the zerg isn't behind, as seen in a lot of pro matches. That is more than enough justification for something to be changed. The other builds were no less scoutable than 6 pool is, and 6 pool comes far earlier than any of those builds did. 6 pool is far harder to stop and be ahead than 7 rax reaper or zealot rushing ever was.

Define "fails", then? 2 gating or 2 raxing can "fail", as in, not kill anything and you'll still be even if the opponent cuts enough workers or you kill a pylon/forge.

And you cannot scout 6 pool before you toss down a nexus first, so maybe not do the riskiest build available every game, as I said before, every safe build prepares for it automatically. Nexus first when you know he's not at the first spot is not safe, neither is hatchery first on Tal'Darim when you don't know whether or not he's doing a forge FE.

You don't have to do 15 nexus every game.

And drop the condescending attitude, it's really only making you look like a little kid that's raging because he lost to a 6 pool a couple of times (although that's probably the truth)

What are you even talking about a wall? There is no wall off in any of the builds I mentioned. Another reading comprehension fail... just quit now.

Proxy gate is hidden and terrans usually have their base walled off.
Zanzabarr
Profile Joined October 2010
Canada217 Posts
September 29 2011 22:06 GMT
#147
On September 30 2011 07:01 DarkEnergy wrote:
Well you take that risk if you fe. we zerg do this allot and we get punished by it to. for example a 2 rax/proxy rax into bunker rush. or cannons at the nat etc. you can't really say broken or nerf because you got caught with your hand in the cookie jar right ?
and if what your saying is really true follow this advice.
if you just build a full wall and cannon up you win all those games.


Lol Blizzard just "nerfed" bunker rushing slightly because of how good it was. I highly doubt any of you people mentioning stuff like "just wall" have ever even played Protoss or have any inclination about how fast the lings come. You actually lose if you wall off completely... your zealot can't get on the outside to attack lings and you lose your gateway. Also going forge first and building a bunch of cannons behind a wall off for your main puts you behind the zerg economically, as he is free to drone/expand.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-09-29 22:07:51
September 29 2011 22:07 GMT
#148
On September 30 2011 07:03 BadgerBadger8264 wrote:
And you cannot scout 6 pool before you toss down a nexus first, so maybe not do the riskiest build available every game, as I said before, every safe build prepares for it automatically. Nexus first when you know he's not at the first spot is not safe, neither is hatchery first on Tal'Darim when you don't know whether or not he's doing a forge FE.

You don't have to do 15 nexus every game.

And drop the condescending attitude, it's really only making you look like a little kid that's raging because he lost to a 6 pool a couple of times (although that's probably the truth)


you can't wall off in time to stop a 6 pool on taldarim so your point doesn't make sense at all.

go nexus first in 90% of the games to stay even with Zerg, or choose the less potent opening just because you might have a better winrate against 10% of the games played, while having an inherent economic disadvantege in the other 90% does not make sense.
Zanzabarr
Profile Joined October 2010
Canada217 Posts
September 29 2011 22:09 GMT
#149
On September 30 2011 07:03 BadgerBadger8264 wrote:
Show nested quote +
6 pool isn't scoutable in time in a lot of cases on 4 player maps. You obviously don't even play this game at a high level. Even when it fails, the zerg isn't behind, as seen in a lot of pro matches. That is more than enough justification for something to be changed. The other builds were no less scoutable than 6 pool is, and 6 pool comes far earlier than any of those builds did. 6 pool is far harder to stop and be ahead than 7 rax reaper or zealot rushing ever was.

Define "fails", then? 2 gating or 2 raxing can "fail", as in, not kill anything and you'll still be even if the opponent cuts enough workers or you kill a pylon/forge.

And you cannot scout 6 pool before you toss down a nexus first, so maybe not do the riskiest build available every game, as I said before, every safe build prepares for it automatically. Nexus first when you know he's not at the first spot is not safe, neither is hatchery first on Tal'Darim when you don't know whether or not he's doing a forge FE.

You don't have to do 15 nexus every game.

And drop the condescending attitude, it's really only making you look like a little kid that's raging because he lost to a 6 pool a couple of times (although that's probably the truth)

Show nested quote +
What are you even talking about a wall? There is no wall off in any of the builds I mentioned. Another reading comprehension fail... just quit now.

Proxy gate is hidden and terrans usually have their base walled off.


What are you talking about you fool. When have I mentioned Nexus first at all? I'm talking about the build in general. It is stronger even against gate first builds than any of the cheese that blizzard nerfed ever was, yet here it remains.
BadgerBadger8264
Profile Joined March 2011
Netherlands409 Posts
Last Edited: 2011-09-29 22:20:34
September 29 2011 22:12 GMT
#150
What are you talking about you fool. When have I mentioned Nexus first at all? I'm talking about the build in general. It is stronger even against gate first builds than any of the cheese that blizzard nerfed ever was, yet here it remains.

Link me a game of a pro losing to a 6 pool after doing anything but a nexus first build (or forge FE with a later than 12/13 forge)
Zanzabarr
Profile Joined October 2010
Canada217 Posts
September 29 2011 22:12 GMT
#151
People seem to be confusing protoss with terran. Walling off completely isn't very viable in a lot of situations, since this early we have a zealot like 1/2 done when the lings come, let alone anything that can actually shoot from behind the wall. Basically if you spawn a 4 player map and you scout the zerg last, you are most likely in line for a loss, even at the gm level. If you scout it 2nd, you can still quite easily lose. 6 pool is probably the lowest skill build in the game, and comes earlier than any other build in existence, yet it still remains.
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
September 29 2011 22:14 GMT
#152
On September 30 2011 07:00 Zanzabarr wrote:
Show nested quote +
On September 30 2011 06:48 BadgerBadger8264 wrote:

You're obviously an idiot, as you completely failed to comprehend my valid point. This has nothing to do with race, and everything to do with nerfing strategies that are considered to be "unscoutable in time for a player to react". I'm pretty sure no one actually thinks zealots coming out at 33 seconds is too strong, but it led to, as Blizzard stated, an insufficient amount of time for the opponent to react if you were 2 gate proxy rushing him (in PvP). The same goes for the supply depot before barracks reasoning. The fact that it just so happens that Zerg still has the ability to execute strategies that are often unable to be "scouted with a sufficient amount of time to react" is a design flaw by blizzard.

This has nothing to do with nerfing races, but nerfing those type of strategies. Agree with it or not, I'd think any reasonably intelligent person unlike yourself would agree that Blizzard should either remove all such strategies equally, or none at all... for a balanced game at least.

Wow, immediately dropping down the insults because you made a flawed point? Pathetic.

6 pool is scoutable on time, easily, there is no wall between you and the pool, nothing blocking you whatsoever, and anything short of a nexus first will allow you to prepare and defend a 6 pool without blindly adjusting it.

WAY, WAY different from the other builds, that were (nearly) completely unscoutable that counter a vast majority of builds, they aren't specific builds that counter one specific variation of one specific build that would only kill you if you took the biggest risk you could possibly take (nexus first knowing you cannot scout on time, aka not on the first scouted spot).


6 pool isn't scoutable in time in a lot of cases on 4 player maps. You obviously don't even play this game at a high level. Even when it fails, the zerg isn't behind, as seen in a lot of pro matches. That is more than enough justification for something to be changed. The other builds were no less scoutable than 6 pool is, and 6 pool comes far earlier than any of those builds did. 6 pool is far harder to stop and be ahead than 7 rax reaper or zealot rushing ever was.

What are you even talking about a wall? There is no wall off in any of the builds I mentioned. Another reading comprehension fail... just quit now.


6 pool leaves you ahead, as shown in pro matches?

What pro matches? I don't think you're lying, I just can't think of any. Any pro matches involving a 6 pool I can think of resulted in losses to the 6-pooler. Also, aside from the 6 pool virtually ending the game there, I can't possibly see how the Zerg could get even close to ahead. You sacrifice a ton of larva (and thereby drones) to get that pool out, meaning that it can't be anything as simple as make six zerglings -> make drones, especially because you shouldn't be able to afford a queen for a while.

Also, 6 pooling on a 4 player map where neither player has found each other is just as much a risk on the zerg's part, as the more time it takes him to find his opponents base, the more time his opponent has to prepare, whether he knows he's preparing for it or not. Contrary to popular belief, 6 zerglings cannot kill infinity workers.
I'm actually Fleetfeet D:
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2011-09-29 22:17:35
September 29 2011 22:15 GMT
#153
That's why you scout with 2 probes. I mention how to deal with a 6 pool in great detail in this thread.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=269312#1
Moderator
Zanzabarr
Profile Joined October 2010
Canada217 Posts
Last Edited: 2011-09-29 22:20:43
September 29 2011 22:18 GMT
#154
Having to double scout on ever 4 player map that early in the game because of the possibility of 6-pool is ridiculous. It hurts your economy bad if they are doing any other build. Blizzard has removed strategies from the game that require far less preparation.
BadgerBadger8264
Profile Joined March 2011
Netherlands409 Posts
Last Edited: 2011-09-29 22:24:30
September 29 2011 22:20 GMT
#155
Having to double scout on ever 4 player map that early in the game because of the possibility of 6-pool is ridiculous. Blizzard has removed strategies from the game that require far less preparation.

Link me a game of a pro losing to a 6 pool after doing anything but a nexus first build (or forge FE with a later than 12/13 forge)

The problem currently is pretty much only on one map, doing one specific strategy. Hardly "every 4 player map". Talk to me when pro players start having issues with 6 pools outside of that map/strategy. And please don't think you know more than them about the game and don't think they haven't tried 6 pooling on other maps. It's just not viable as a normal strategy and is extremely risky.
monk
Profile Blog Joined May 2009
United States8476 Posts
September 29 2011 22:20 GMT
#156
On September 30 2011 07:18 Zanzabarr wrote:
Having to double scout on ever 4 player map that early in the game because of the possibility of 6-pool is ridiculous. Blizzard has removed strategies from the game that require far less preparation.


You're ridiculous.
Moderator
Zanzabarr
Profile Joined October 2010
Canada217 Posts
September 29 2011 22:21 GMT
#157
I've seen iNcontroL lose to 6-pool going gateway first probably 10+ times on his stream alone... I've seen it in the GSL, but I do not have a pass for replays, and I doubt you do either.
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
Last Edited: 2011-09-29 22:24:00
September 29 2011 22:22 GMT
#158
On September 30 2011 07:06 Zanzabarr wrote:
Show nested quote +
On September 30 2011 07:01 DarkEnergy wrote:
Well you take that risk if you fe. we zerg do this allot and we get punished by it to. for example a 2 rax/proxy rax into bunker rush. or cannons at the nat etc. you can't really say broken or nerf because you got caught with your hand in the cookie jar right ?
and if what your saying is really true follow this advice.
if you just build a full wall and cannon up you win all those games.


Lol Blizzard just "nerfed" bunker rushing slightly because of how good it was. I highly doubt any of you people mentioning stuff like "just wall" have ever even played Protoss or have any inclination about how fast the lings come. You actually lose if you wall off completely... your zealot can't get on the outside to attack lings and you lose your gateway. Also going forge first and building a bunch of cannons behind a wall off for your main puts you behind the zerg economically, as he is free to drone/expand.


Gaaaah, this can't be true!

Against a 9 pool? Hell yeah! Way the hell behind economically!

Against a 6 pool? I have a damn-near-impossible time believing its true. You lose a ton of larva to get your pool out fast, can hardly afford a queen and even if you can you wouldn't yet be able to spend all the larva an inject would give you... you essentially delay even starting the game for minutes, so unless your opponent was afk making a sandwich instead of workers, I can't see how a well-handled 6 pool would leave the zerg economically ahead of your opponent, because you stunt your growth so damn much to make it happen in the first place.

I 9 pool a lot ZvP. The zerglings come out a ton later, but it happens at a timing that allows me to afford a queen and just drones behind it. By the time my zerglings get to his base, more often than not the worker count is around 20-15 in his favour. With a 6 pool, this difference should be even more pronounced, and with the way a zerg econ has the potential to gain and carry momentum, I can't see how not making workers for the first bunch of seconds would give you any hope of coming back economically.
I'm actually Fleetfeet D:
Zanzabarr
Profile Joined October 2010
Canada217 Posts
Last Edited: 2011-09-29 22:26:24
September 29 2011 22:25 GMT
#159
The reason that slightly failed 6 pools can go into long games where the zerg can win is due to the complete inability for protoss to be aggressive after defending it, which is because of the large dependence protoss has on gas and higher tech to be effective.
BadgerBadger8264
Profile Joined March 2011
Netherlands409 Posts
Last Edited: 2011-09-29 22:26:44
September 29 2011 22:25 GMT
#160
I've seen iNcontroL lose to 6-pool going gateway first probably 10+ times on his stream alone... I've seen it in the GSL, but I do not have a pass for replays, and I doubt you do either.

Real pro please, not InControl. That guy loses to literally everything, lol. What's next, Husky losing to a 6 pool? Come back when there's actual evidence for imbalance or the build being impossible to stop, outside of pure speculation and crying about you losing to a build.
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