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[G] PvT 16 Nexus: A Second Look - Page 2

Forum Index > StarCraft 2 Strategy
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Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
January 30 2012 09:21 GMT
#21
On January 30 2012 17:54 thezanursic wrote:
Can it survive 2 raxx marauder pressure?


Yea cb stalker/zealot and pull probes as needed.
Valor is a poor substitute for numbers.
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
January 30 2012 09:21 GMT
#22
On January 30 2012 17:54 thezanursic wrote:
Can it survive 2 raxx marauder pressure?

Yes it can, which you would know if you read the section on 2 rax... Marauder only two rax is is significantly easier than one tech lab one reactor version, because marauders are pretty terrible against zealots.
The world is ending what should we do about it?
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
Last Edited: 2012-01-30 09:28:21
January 30 2012 09:27 GMT
#23
On January 30 2012 17:44 Surili wrote:
Great guide as always alej. Have you ever tried beating a 111 by just building 7-8 gates after you scout with your obs and then completely overpowering the 111? Because I basically never lose to that push, I find that this build pretty much hard counters it as long as you don't try to get too clever.


Also, I feel this is the most newbie friendly way of dealing with 111 off of a fast expand. I've coached gold league players beating diamond level 111s through this because all the micro that is required is a line of ffs through the middle of the marines and tanks and then pulling back when that half is dead, then wait for next warp in and go again. There are other, more effective ways of doing it, my personal favourite is immortal drop on tanks, but this is probably the easiest in my opinion.

Ps sorry about the double post!
The world is ending what should we do about it?
Vaporak
Profile Joined September 2010
70 Posts
January 30 2012 09:46 GMT
#24
How much experience does everyone have vs marine/tank/scv pushes when going Nexus first? I used to go Nexus first very often on the ladder often and the only reactive Terran build that gave me serious trouble was a marine/tank/scv push because it got there just a little before warpgate came online. I'd hold 3 rax and 2 rax builds, even with scvs, because your warpgates come online during the fight and give you the re-enforcements burst you need. But against marine/tank pushes the Terran is all sieged and bunkered up once warpgate comes online.
Nyast
Profile Joined November 2010
Belgium554 Posts
January 30 2012 09:53 GMT
#25
The 2 builds that give me trouble when I 16 nexus are:
- fast helions harass (like: really, really fast helions.. ), followed up by marauders pressure
- 2 rax tech-lab ( one proxied ) into pure marauders -> this one I just have no idea how to handle. It soon reaches a critical mass that you can't handle anymore Terran will kite and run back if you pull probes, his little marauder army will snowball into something you can't manage even after warp is done..
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-01-30 10:50:21
January 30 2012 10:41 GMT
#26
--- Nuked ---
aznkukuboi
Profile Joined December 2010
120 Posts
January 30 2012 11:03 GMT
#27
I did a nexus first build today and I didn't get any 2 rax pressure at the 5-6 min mark. Instead, it was 3 rax at the 7-8 min mark and I couldn't hold it with just the units I had. He just stimmed his way up the ramp.
_NIx_
Profile Joined June 2011
United States49 Posts
January 30 2012 11:43 GMT
#28
You are the best guidewriter out there! I'm sure i'll love it
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 30 2012 13:03 GMT
#29
On January 30 2012 19:41 Sated wrote:
Having watched Axslav do his Nexus-first build a lot (his stream is amazing for anyone looking to learn this opening, because he does it in a lot of his PvT ladder games), I usually forgo the 9 Probe scout and instead scout with the Probe that builds the Nexus on 15 supply. I want to get my Nexus/Gateway down as fast as possible when using this build because once you've committed to going for the Nexus-first, you might as well get as much of an economic advantage out of it as possible. It's always possible that the Terran will have blocked you out of their base by the time you get their on a 4-player map, so scouting on 9 is a risk that I don't think is worth it when you're going for this build.

From that point on, it's just a case of whether or not you're going to be able to scout a Marauder or a Tech-Lab on their first Barracks because the only thing that scares me when doing this build is getting a Robo up in time if they go for Cloaked Banshees: I'll usually throw a Robo down around 5:30 if I haven't seen a Marauder/Reaper/Tech-Lab by then. It's true that you can lose to some dumb things like 2rax pressure when you do this build, but with good unit control you should have no trouble defend Barracks pressure if you chrono-boost units out of a single Gateway and pull an appropriate number of Probes.

To be honest, my main problem with this build isn't early aggression from the Terran, it's my own over-commitment to 6/7-gate pressure - but over-committing against Terran is my problem in PvT no matter what build I go for >.<;

I am not a fan of gw timings off of this opener. check any of the replays and you will see how I go about applying pressure while still moving forward in tech/macro
get rich or die mining
TL+ Member
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-01-30 13:12:24
January 30 2012 13:07 GMT
#30
--- Nuked ---
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2012-01-30 13:17:04
January 30 2012 13:10 GMT
#31
On January 30 2012 22:07 Sated wrote:
Show nested quote +
On January 30 2012 22:03 Alejandrisha wrote:
On January 30 2012 19:41 Sated wrote:
Having watched Axslav do his Nexus-first build a lot (his stream is amazing for anyone looking to learn this opening, because he does it in a lot of his PvT ladder games), I usually forgo the 9 Probe scout and instead scout with the Probe that builds the Nexus on 15 supply. I want to get my Nexus/Gateway down as fast as possible when using this build because once you've committed to going for the Nexus-first, you might as well get as much of an economic advantage out of it as possible. It's always possible that the Terran will have blocked you out of their base by the time you get their on a 4-player map, so scouting on 9 is a risk that I don't think is worth it when you're going for this build.

From that point on, it's just a case of whether or not you're going to be able to scout a Marauder or a Tech-Lab on their first Barracks because the only thing that scares me when doing this build is getting a Robo up in time if they go for Cloaked Banshees: I'll usually throw a Robo down around 5:30 if I haven't seen a Marauder/Reaper/Tech-Lab by then. It's true that you can lose to some dumb things like 2rax pressure when you do this build, but with good unit control you should have no trouble defend Barracks pressure if you chrono-boost units out of a single Gateway and pull an appropriate number of Probes.

To be honest, my main problem with this build isn't early aggression from the Terran, it's my own over-commitment to 6/7-gate pressure - but over-committing against Terran is my problem in PvT no matter what build I go for >.<;

I am not a fan of gw timings off of this opener. check any of the replays and you will see how I go about applying pressure while still moving forward in tech/macro

I plan on doing so when I have a chance, but it's a problem with my own mindset more than anything else. I've seen Axslav do this build hundreds of times and continue the game normally but, after seeing a Nexus first -> 7gate bust against Nada in GSL (I think it was Parting), I've become a little over-zealous (heh) in PvT.

Bad mindset

here's a new mindset for you to adopt:
in a lot of games I play with this style, the terran does not leave after he has lost an engagement or lost a lot of workers. they leave as i completely stop all of their mining and prevent them from making trades that are anywhere close to beneficial :D
sometimes they leave when I don't even realize the game is "over"

who cares if the game is 30+ mins long if you have a 100% chance of winning?
get rich or die mining
TL+ Member
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
January 30 2012 15:03 GMT
#32
On January 30 2012 15:46 Alejandrisha wrote:
Show nested quote +
On January 30 2012 15:30 blooblooblahblah wrote:
On January 30 2012 13:32 Alejandrisha wrote:
On January 30 2012 13:28 CCalms wrote:
marine scv all-ins are definitely not the hard ones to beat. Just wait until you start playing against solid marauder hellion openers (fast reactored factory) or some perfectly timed marauder pressures with expos behind them and a few scvs pulled. Usually ones that come about 40 seconds before warpgate is done are the most threatening. But again, easy easy easy to stop all marine scv all-ins if you have competent probe micro. Btw, I don't feel this is safe on shakuras unless you pylon scout and see that they did not spawn close air, because reaper first close air (although rare and must be conducted as a blind choice by the T) with a toddler microing will just build order win.

pylon scout is part of the build
marine pushes are stronger against probe pulls than are marauder pushes
there is such a marauder replay in the op
a reaper does not build order win. you will know a reaper expand before it happens, as if he has walled, his rax will be part of the wall if you can't get in. you will see the tech lab. you will see that it's not researching shells. rally both nexuses to your main mineral line. buy time with 3-4 probe pulls to push the reaper to ledge. your zealot can zone it out very easily afterward


How do u beat the marauder helion allin tht Keen used to beat Huk twice in the GSL? I haven't really seen it on ladder so i have no experience against it, but it seemed almost impossible to stop watching those Huk games.

can you link me? i vaguely remember one of them was on dual site. huk didn't nexus first there, but 1g fe. the push is much more managable when you have a secondary ramp


I don't think so, I think he Nexus first twice. I'm somewhat sure of this because he lost the 2nd game in almost identical fashion to the 1st, and at the time it seemed a very dumb thing to do.
[15:15] <Palmar> and yes marv, you're a total hottie
YaTa
Profile Joined January 2011
51 Posts
January 30 2012 15:12 GMT
#33
hi, i use this build literally every game vs T on ladder or playhem game vs pro players. I am rank 50ish on GM with high win lose ratio and as much as i love this build and although i have beaten many players with it like mouz marco and more, it does not work 100% vs top players who open gas first. I practice with illusion and other top T players and have played top notch players such as rainbow. Let me tell you, i open differently and always open with 2 gates after nexus, and gas first then pylon, reason for this is to get 2 stalkers out of your 2 gates asap as soon as core is done and u are able to afford warp as well. The problem is you can lose to proxy raxes like rainbow did it to me or any sort of 1 base they do (fast banshee into marines/tank etc and bring scvs). I have replays if you are interested.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 30 2012 15:19 GMT
#34
On January 31 2012 00:12 YaTa wrote:
hi, i use this build literally every game vs T on ladder or playhem game vs pro players. I am rank 50ish on GM with high win lose ratio and as much as i love this build and although i have beaten many players with it like mouz marco and more, it does not work 100% vs top players who open gas first. I practice with illusion and other top T players and have played top notch players such as rainbow. Let me tell you, i open differently and always open with 2 gates after nexus, and gas first then pylon, reason for this is to get 2 stalkers out of your 2 gates asap as soon as core is done and u are able to afford warp as well. The problem is you can lose to proxy raxes like rainbow did it to me or any sort of 1 base they do (fast banshee into marines/tank etc and bring scvs). I have replays if you are interested.

sure id be happy to take a look
get rich or die mining
TL+ Member
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
January 30 2012 16:07 GMT
#35
I wonder, how far is 16 nexus with 9 scout ahead against a fast cyber 20 nexus build?
Personally I just always go 20 nexus instead of 16 nexus because I think the economy is nearly equal (you can scout later, don't have to probe patrol, not have to probe cut etc which makes up a large part of the later nexus) and the stalker / warpgate is out much faster. Some aggresive openings are just really hard to hold with 16 nex and you don't really have the time to respond to them often with 16 nex. Fast cyber builds commit to the greedy eco later so you at least have a window to respond to stuff like 3 rax no gas pressure.
Only map I like 16 nex is tal darim as I feel the others are just too small and especially some bunker spots between natural and the geyser can be abused too easily, even if you just patrol with 1 probe they can sometimes get up a bunker if the scv takes a lucky path while building.

It's a good build but I just feel the overall trouble you have to go through to make this work doesn't really put this ahead of 20 nex Sase style which is also a build that can pressure quicker if you want too. Perhaps I'll do a test when I get around to it but I think 16 nex is only a probe or two at most ahead of 20 nex while having to waste more resources on stuff like probe patrolling.
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2012-01-30 18:38:36
January 30 2012 18:34 GMT
#36
Proxy 2 rax is pretty much the blind counter ^^. Check it out in this game:
http://www.gomtv.net/2011gslsponsors7/vod/66529

Also, how do you defend 1 rax into 4/5 rax marine/scvs all-in without a cc or the 3 rax supply drop allin? Major told me that it's impossible to defend if you only get 1 gateway as you suggest vs no gas, but I don't 16 nex first much and have never tested this. I'm also not even sure if the 3 rax supply drop is defendable, although it's a blind counter.
Here's an example:
http://www.gomtv.net/2011blizzardcup/vod/66694/?set=6&lang=

Also, perhaps considering linking pro games, especially games where the 16 nex player defends certain pressures.

I'd also like to echo the sentiment that marauder/hellion seems very hard to stop. I've witnessed this in the GSL at least twice, but don't remember exactly what games they were.

Also, what about putting your 2nd pylon in your natural to spot for bunker? I've seen this very commonly too.
Moderator
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
January 30 2012 22:22 GMT
#37
On January 31 2012 03:34 NrGmonk wrote:
Proxy 2 rax is pretty much the blind counter ^^. Check it out in this game:
http://www.gomtv.net/2011gslsponsors7/vod/66529

Also, how do you defend 1 rax into 4/5 rax marine/scvs all-in without a cc or the 3 rax supply drop allin? Major told me that it's impossible to defend if you only get 1 gateway as you suggest vs no gas, but I don't 16 nex first much and have never tested this. I'm also not even sure if the 3 rax supply drop is defendable, although it's a blind counter.
Here's an example:
http://www.gomtv.net/2011blizzardcup/vod/66694/?set=6&lang=

Also, perhaps considering linking pro games, especially games where the 16 nex player defends certain pressures.

I'd also like to echo the sentiment that marauder/hellion seems very hard to stop. I've witnessed this in the GSL at least twice, but don't remember exactly what games they were.

Also, what about putting your 2nd pylon in your natural to spot for bunker? I've seen this very commonly too.


Proxy rax tactics and/or no gas marine all-ins are a big reason for me not to go 16 nexus on the smaller maps or those with limited spawns. Just too much risk for what you get in return I think.
It might be possible to stop some of those all-ins with a wall-off though on maps with a ramp. I haven't gotten to testing it too much yet but if you make your first gate and cyber near the ramp in such a way that a 2nd gate can completely block it off you could sac the nexus and defend your main against all-in marine strats. If they pull scv's and you lose the nexus you can probably be ahead and a few stalkers behind a wall can hold of a lot of marines as they can't pick off the wall without being shot when there is a ramp. Perhaps worth experimenting with such a setup just in case as it's good to have to the gateway close to the ramp anyway.
gdroxor
Profile Blog Joined May 2010
United States639 Posts
January 31 2012 05:52 GMT
#38
Great guide - I've been reading the thread on Axslav's variant recently, which makes an excellent supplement to this as far as how to react to certain information. His build is slightly different (15nex 15 gate), but the concepts are the same.

I've seen a lot of Terran do some reactored starport 4rax 1/1 stim timing push off of one base, has anyone encountered this on ladder while doing any variant of nexus first? What is the appropriate reaction, or is it a build order loss based on timing?
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2012-01-31 08:22:52
January 31 2012 07:53 GMT
#39
hero vs mvp-
even with the greedy variant of the build in the op, you have 1 more zealot before your core finishes, and you get your core at the same time.

an important adjustment I suppose would be to use your scouting probe to check for floating rax, as there is little else for the probe to do once gas/no gas is scouted, especially on a 2 player map where you can guarantee getting this information

I did a little research here from the vods; thank you for linking those.

mvp starts his 2nd rax at 2:12 and the 3rd at 3:04
the 2nd rax is started a full minute before the first marine is out, at which point the probe would have to leave. herO could have gotten this information if he thought to seek it. The 2nd rax lands on the low ground at 3:27, at which point a marine could not have stopped herO's probe from scouting it. Had herO's probe found the 2nd rax, he would have stayed around long enough to see the 3rd one before his probe is killed by the marine that pops at about 3:10.

He scouted on 10, and it's a 2 player map. He sacrifices a bit of econ to ensure he can get in before a 16 depot. But MVP cannot deny scouting whatsoever given that he skips the second depot. the only way he could deny a probe entering his base would be to use another barracks to wall off, but that would show 2 rax; he could also wall at the bottom of the ramp, but that is the universal sign for 'i want to wall with 1 depot meaning i am getting more rax instead of a 2nd depot'

herO's build was 17 nexus 17 gate, a very greedy variant of nexus first. He does not put his early scout to use and so continues his build as planned. I wouldn't expect a nexus first to be able to hold off this kind of rush given that he did not see that it was coming until it was just outside his natural.

Given that he could have scouted this rush before it started, I propose another variant, one that you can audible to upon the completion of your second pylon, which comes with plenty of time after you would have scouted the 2nd rax. It uses a 12 scout rather than an 11 scout which still guarantee's herO's want to enter the terran's base before the 2nd depot would be build with a typical no-gas opener. Mining at the natural is denied at 5:15, so that is reflected in these numbers, as well:

9py
12 scout
16 nexus
17 gate
17 pylon
18 gas
18 gate
18 zealot
20 core

this will net you 3 zealots at 5:05, which is before MVP's first 5 marines began hitting herO's nexus.
Your first stalker will be out at 5:20, followed by a second at 5:35. You will have:

3 zealots 2 stalkers and 22 probes at 5:35. MVP's 10 SCVs got to herO's natural at 5:30

I ripped mvp's build, and you can get 8 marines and your first wave of SCV's to the nexus at 5:30

Initially, it will be 3 zealots against 8 marines and 10 SCVs, a fight that you will not win obviously. However, in a few seconds, you will ha've 2 stalkers, 3 zealots and 22 probes against 8 marines, 10 scvs and marines streaming in 1 at a time, and not very quickly. MVP's second wave of SCVS would not be able to engage in the main until 6:00, at which point you will have a 3rd stalker and a 4th will follow 10-15 seconds afterward.

By changing unit choice and pulling a probe from gas upon seeing the additional gates, you can have 4z2s + 24probes at 5:48 and 6z2s at 6:15.

Terran cannot force an engage with probes until the 2nd wave of SCVs hits a little after 6:00.

Ultimately, you're either looking at:
6 Zealots, 2 Stalkers, and 26 Probes vs.11 Marines and 17 or 18 SCVs, depending on if he lost his scout SCV or

3 Zealots, 4 stalkers and 24 Probes vs 11 Marines and 17-18 SCVs

I think both are close but winnable battles, given a good probe pull with mineral walk. It is also very likely some of the marines and scvs will be softened up before the terran can force you to engage thanks to your stalkers. herO managed to kill a marine before the engage.

I'm thinking about a 3rd gate if you have scouted it as herO should have been able to, but I haven't run those tests yet.

Obviously, not all maps are 2 player maps. For now, we will assume Antigua, and we scout the Terran last. You can confirm the spawn scout, and you will reach the place the barracks are elevatored down as the first one is landing in time to place your gate on 18 or 19 if you prefer. Hell, you might be able to delay it landing with your probe if your opponent's timings aren't as crisp as MVP's!

I will continue to look for the best possible solution.

edit: warpgate research was omitted in all of these trials. you have to use too much CB on it in order for it to help you in time, and that means less units when the terran can force you to engage. herO didn't cancel his.

get rich or die mining
TL+ Member
Dauntless
Profile Joined May 2010
Norway548 Posts
January 31 2012 08:09 GMT
#40
Alejandrisha. You are a God!
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
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