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On February 28 2012 11:28 yoona2012 wrote:Show nested quote +On February 28 2012 11:13 oli470 wrote: ill say it again, dont do this build vs a gasless terran 1 rax expand, do something greedier of course. If you scout gas, its probably gonna be 1-1-1 or 2 rax (and from my experience and other protoss' experiences that i've talked to recently, 2 rax is far more common than 1-1-1 on ladder right now). This build holds both 1-1-1 and 2rax, just holds one of them better than any other FE build does, so i don't see your problem.
and besides that, you've said twice now that the protoss should do a 1 gate expand as standard, did you even read anything I wrote? This IS a 1 gate expand, except with a 2nd gas, in fact because the sentries are cheaper in minerals than stalkers, you are able to expand at 27 supply, so this is even a reasonably economical 1 gate expand. I believe you misunderstood me. Your whole guide revolves around the idea that 2 rax is common and viable TvP opening at the moment. I respectfully disagree (personally I don´t know any master+ ranked terrans who does 2 rax often and I haven´t seen it being used succesfully in gsl for months) You also stated in your guide that "A well executed 2 rax will hit the natural with 9 marines and 2 marauders". When 2 rax was a popular TvP opening, it was 5 marines and 1 marauder, with concussive shells finishing just as you reach the protoss ramp. The main reason of 2 rax is to hit as early as possible and hoping there´s no sentries to forcefield or the least amounts of units out of the field. So, a well executed 2 rax will have 5 marines, 1 marauder and 1-2 scvs out around 5.30 and depending on map, it will reach protoss ramp around 6.10-6.20 (5.55 on xel naga but that´s not in ladder pool). This is how bomber does it, I can upload replay if need to be - even tho that replay is from before rax building time was nerfed by 5 seconds, so you can add 5 to it today.
my build does not revolve around the idea that 2 rax is common, it revolves around the the idea that it is a common consequence of gas.
and secondly, lets say he gets to my ramp at 6:15, by 6:30 i have 3 zealots and 4 sentries, easily enough to roll over what ever he has, and in that 15 seconds that force, even with a couple reinforcements cannot have caused enough damage to my nexus to worry about, i just tested it, could take 2/3 of the shield off. also bunkers take 30 seconds to build so they would not complete.
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Alright! I've been looking for a safe opening vs 2 rax for a long time. But there's actually another timing that i'm afraid of with the same build.
At 5:40 the terran could actually be at your natural nexus with 5 marines and 1 marauder already with a constant stream of units. How so? Basically instead of waiting for 2 mara and 9 marines before pushing out, he just has to push out when his first marauder is done. And just nice at 5:30 his concussive shells are done. So with probably 3 units (and sentries to boot) how is the toss going to prevent a bunker from going up?
This can happen if: A. He spots your nexus building and knows that its a 1 gate fe B. He notices double gas, therefore no threat of 4 gate C. He just wants to put some pressure with 2 rax
Why can a terran do this? A. The scouting stalker at the watch tower/front of the base cant kite this force even without concussive shells (6 range mara vs 6 range stalker plus possible marine fire, you could try softening up the force but seriously a stalker trying to take out this force? B. Even if toss has a bunch of unit from say a 3 gate expand or 2 gate robo, terran can just back off, no harm done. If stalkers try to chase just wait for the zealot and sentries to be separated away and use concussive shells to pick them off.
If you dont believe me, load up yabot, do a 2 rax build, and just walk the first mara with the marines like a boss across to the toss natural.
TLDR: Theres an earlier timing from the same build which is more deadly
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On February 28 2012 13:33 speckofdust wrote: Alright! I've been looking for a safe opening vs 2 rax for a long time. But there's actually another timing that i'm afraid of with the same build.
At 5:40 the terran could actually be at your natural nexus with 5 marines and 1 marauder already with a constant stream of units. How so? Basically instead of waiting for 2 mara and 9 marines before pushing out, he just has to push out when his first marauder is done. And just nice at 5:30 his concussive shells are done. So with probably 3 units (and sentries to boot) how is the toss going to prevent a bunker from going up?
This can happen if: A. He spots your nexus building and knows that its a 1 gate fe B. He notices double gas, therefore no threat of 4 gate C. He just wants to put some pressure with 2 rax
Why can a terran do this? A. The scouting stalker at the watch tower/front of the base cant kite this force even without concussive shells (6 range mara vs 6 range stalker plus possible marine fire, you could try softening up the force but seriously a stalker trying to take out this force? B. Even if toss has a bunch of unit from say a 3 gate expand or 2 gate robo, terran can just back off, no harm done. If stalkers try to chase just wait for the zealot and sentries to be separated away and use concussive shells to pick them off.
If you dont believe me, load up yabot, do a 2 rax build, and just walk the first mara with the marines like a boss across to the toss natural.
TLDR: Theres an earlier timing from the same build which is more deadly
can you show a replay of this timing, i can't imagine such an early timing, unless it is such a small rush distances, then I would always suggest a 3 gate expand.
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On February 28 2012 10:54 yoona2012 wrote:Show nested quote +On February 28 2012 10:43 oli470 wrote: it's certainly not outdated on ladder, perhaps you were referring to pro level, then I could maybe understand what you are saying. You can copy and execute the 1 gate or nexus first opening as progamer protoss does it without being pro level yourself (at least the first crucial 6 minutes flawlessly). The current ladder maps have far enough distance from ramp to ramp to make 1 gate or nexus first safe openings. The micro required to place down forcefields to hold it and chrono out from your gate(s) and robo isn´t excactly required to be GM level. In the very worst case, you may have to pull a few probes and accept a couple of probe losses, but you´ll still be ahead vs a 2 rax opening. The most common TvP openings on ladder are 1 rax expand (into a bunch of different followups) or 1/1/1. 2 rax is outdated and easily scouted unless the 2nd rax is proxied, since the 2nd rax will be put down before the 1st marine pops. You can´t even wall off with 2nd depot to deny scouting when going 2 rax preassure expand, because the 2nd depot timing will delay your 2nd rax too much.
I play @ gm level, placing rank 25 gm last season. It is still a very common strategy and it can catch u offguard quite easily. Especially on maps with small rush distance (meta close air, st close air) it is very hard to hold. And in most cases u have to cancel ur nexus.
I will gladly use this build when I scout 2 rax. Thanks OP!
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On February 28 2012 23:59 Harstem wrote:Show nested quote +On February 28 2012 10:54 yoona2012 wrote:On February 28 2012 10:43 oli470 wrote: it's certainly not outdated on ladder, perhaps you were referring to pro level, then I could maybe understand what you are saying. You can copy and execute the 1 gate or nexus first opening as progamer protoss does it without being pro level yourself (at least the first crucial 6 minutes flawlessly). The current ladder maps have far enough distance from ramp to ramp to make 1 gate or nexus first safe openings. The micro required to place down forcefields to hold it and chrono out from your gate(s) and robo isn´t excactly required to be GM level. In the very worst case, you may have to pull a few probes and accept a couple of probe losses, but you´ll still be ahead vs a 2 rax opening. The most common TvP openings on ladder are 1 rax expand (into a bunch of different followups) or 1/1/1. 2 rax is outdated and easily scouted unless the 2nd rax is proxied, since the 2nd rax will be put down before the 1st marine pops. You can´t even wall off with 2nd depot to deny scouting when going 2 rax preassure expand, because the 2nd depot timing will delay your 2nd rax too much. I play @ gm level, placing rank 25 gm last season. It is still a very common strategy and it can catch u offguard quite easily. Especially on maps with small rush distance (meta close air, st close air) it is very hard to hold. And in most cases u have to cancel ur nexus. I will gladly use this build when I scout 2 rax. Thanks OP!
good to hear
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I am really shocked to see how many players think that 2 Rax is an outdated build that works only on super-short rushdistances or with some kind of surprise. The opposite is the case. My whole Earlygame is benchmarked against the 2Rax similar as every PvP-Build has to be benchmarked against 4 Gate. The balls-to-the-wall 2 Rax with 2nd Rax immediately after/before first marine, that moves out with 5/1 Marine/Marauder and 2-3 SCVs with Autorepair which slam down 2 Bunkers right into the attackpath and in range of Nexus is incredible hard to hold. In the past Terran players have made the mistake to rush for an expansion by skipping production cycles which makes the push very weak. Nowadays Terrans keep reinforcing, research Combat-Shield right after Shells for a 2nd Push-Timing and sometimes even keep trading army while going for fast Medivacs+Stim for a third Push-Timing. Its incredible strong against 1 Gate FE and leaves very small margin for P-Error during the first push. Unit-AI gets screwed by Bunkers and Probes "forget" to attack SCV's if they hover "into" the constructing Bunker.
On February 28 2012 23:12 oli470 wrote:Show nested quote +On February 28 2012 13:33 speckofdust wrote: Alright! I've been looking for a safe opening vs 2 rax for a long time. But there's actually another timing that i'm afraid of with the same build.
At 5:40 the terran could actually be at your natural nexus with 5 marines and 1 marauder already with a constant stream of units. How so? Basically instead of waiting for 2 mara and 9 marines before pushing out, he just has to push out when his first marauder is done. And just nice at 5:30 his concussive shells are done. So with probably 3 units (and sentries to boot) how is the toss going to prevent a bunker from going up?
This can happen if: A. He spots your nexus building and knows that its a 1 gate fe B. He notices double gas, therefore no threat of 4 gate C. He just wants to put some pressure with 2 rax
Why can a terran do this? A. The scouting stalker at the watch tower/front of the base cant kite this force even without concussive shells (6 range mara vs 6 range stalker plus possible marine fire, you could try softening up the force but seriously a stalker trying to take out this force? B. Even if toss has a bunch of unit from say a 3 gate expand or 2 gate robo, terran can just back off, no harm done. If stalkers try to chase just wait for the zealot and sentries to be separated away and use concussive shells to pick them off.
If you dont believe me, load up yabot, do a 2 rax build, and just walk the first mara with the marines like a boss across to the toss natural.
TLDR: Theres an earlier timing from the same build which is more deadly can you show a replay of this timing, i can't imagine such an early timing, unless it is such a small rush distances, then I would always suggest a 3 gate expand.
Here you go: Taught this build to a player yesterday for practice. Terran is Platinum, me low Master... which imho shows how incredible powerful this build is. Note that I play my own version of 1 Gate FE.
http://drop.sc/122224 http://drop.sc/122704 http://drop.sc/122705
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On February 28 2012 23:12 oli470 wrote:Show nested quote +On February 28 2012 13:33 speckofdust wrote: Alright! I've been looking for a safe opening vs 2 rax for a long time. But there's actually another timing that i'm afraid of with the same build.
At 5:40 the terran could actually be at your natural nexus with 5 marines and 1 marauder already with a constant stream of units. How so? Basically instead of waiting for 2 mara and 9 marines before pushing out, he just has to push out when his first marauder is done. And just nice at 5:30 his concussive shells are done. So with probably 3 units (and sentries to boot) how is the toss going to prevent a bunker from going up?
This can happen if: A. He spots your nexus building and knows that its a 1 gate fe B. He notices double gas, therefore no threat of 4 gate C. He just wants to put some pressure with 2 rax
Why can a terran do this? A. The scouting stalker at the watch tower/front of the base cant kite this force even without concussive shells (6 range mara vs 6 range stalker plus possible marine fire, you could try softening up the force but seriously a stalker trying to take out this force? B. Even if toss has a bunch of unit from say a 3 gate expand or 2 gate robo, terran can just back off, no harm done. If stalkers try to chase just wait for the zealot and sentries to be separated away and use concussive shells to pick them off.
If you dont believe me, load up yabot, do a 2 rax build, and just walk the first mara with the marines like a boss across to the toss natural.
TLDR: Theres an earlier timing from the same build which is more deadly can you show a replay of this timing, i can't imagine such an early timing, unless it is such a small rush distances, then I would always suggest a 3 gate expand.
1 marauder / 5 marine is the real 2rax timing. it usually hits right before wg tech finishes.
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On February 29 2012 03:24 Xanatoss wrote:I am really shocked to see how many players think that 2 Rax is an outdated build that works only on super-short rushdistances or with some kind of surprise. The opposite is the case. My whole Earlygame is benchmarked against the 2Rax similar as every PvP-Build has to be benchmarked against 4 Gate. The balls-to-the-wall 2 Rax with 2nd Rax immediately after/before first marine, that moves out with 5/1 Marine/Marauder and 2-3 SCVs with Autorepair which slam down 2 Bunkers right into the Attackpath and in Range of Nexus is incredible hard to hold. In the past Terran players have made the mistake to rush for an expansion by skipping production cycles which makes the push very weak. Nowadays Terrans keep reinforcing, research Combat-Shield right after Shells for a 2nd Push-Timing and sometimes even keep trading army while going for fast Medivacs+Stim for a third Push-Timing. Its incredible strong against 1 Gate FE and leaves very small margin for P-Error during the first push. Unit-AI gets screwed by Bunkers and Probes "forget" to attack SCV's if they hover "into" the constructing Bunker. Show nested quote +On February 28 2012 23:12 oli470 wrote:On February 28 2012 13:33 speckofdust wrote: Alright! I've been looking for a safe opening vs 2 rax for a long time. But there's actually another timing that i'm afraid of with the same build.
At 5:40 the terran could actually be at your natural nexus with 5 marines and 1 marauder already with a constant stream of units. How so? Basically instead of waiting for 2 mara and 9 marines before pushing out, he just has to push out when his first marauder is done. And just nice at 5:30 his concussive shells are done. So with probably 3 units (and sentries to boot) how is the toss going to prevent a bunker from going up?
This can happen if: A. He spots your nexus building and knows that its a 1 gate fe B. He notices double gas, therefore no threat of 4 gate C. He just wants to put some pressure with 2 rax
Why can a terran do this? A. The scouting stalker at the watch tower/front of the base cant kite this force even without concussive shells (6 range mara vs 6 range stalker plus possible marine fire, you could try softening up the force but seriously a stalker trying to take out this force? B. Even if toss has a bunch of unit from say a 3 gate expand or 2 gate robo, terran can just back off, no harm done. If stalkers try to chase just wait for the zealot and sentries to be separated away and use concussive shells to pick them off.
If you dont believe me, load up yabot, do a 2 rax build, and just walk the first mara with the marines like a boss across to the toss natural.
TLDR: Theres an earlier timing from the same build which is more deadly can you show a replay of this timing, i can't imagine such an early timing, unless it is such a small rush distances, then I would always suggest a 3 gate expand. Here you go: Taught this build to a player yesterday for practice. Terran is Platinum, me low Master... which shows how incredible powerful this build is if executed correct. Note that I play my own version of 1 Gate FE. http://drop.sc/122224http://drop.sc/122704http://drop.sc/122705
game 1 you lose because those costly stalkers die far too quickly to the marauders game 2 you hold by losing 6 probes game 3 you get a really poor engagement, i think you needed to come down your ramp sooner
i think you could really benefit from changing build, its not a favourable composition
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On February 29 2012 03:40 paintfive wrote:Show nested quote +On February 28 2012 23:12 oli470 wrote:On February 28 2012 13:33 speckofdust wrote: Alright! I've been looking for a safe opening vs 2 rax for a long time. But there's actually another timing that i'm afraid of with the same build.
At 5:40 the terran could actually be at your natural nexus with 5 marines and 1 marauder already with a constant stream of units. How so? Basically instead of waiting for 2 mara and 9 marines before pushing out, he just has to push out when his first marauder is done. And just nice at 5:30 his concussive shells are done. So with probably 3 units (and sentries to boot) how is the toss going to prevent a bunker from going up?
This can happen if: A. He spots your nexus building and knows that its a 1 gate fe B. He notices double gas, therefore no threat of 4 gate C. He just wants to put some pressure with 2 rax
Why can a terran do this? A. The scouting stalker at the watch tower/front of the base cant kite this force even without concussive shells (6 range mara vs 6 range stalker plus possible marine fire, you could try softening up the force but seriously a stalker trying to take out this force? B. Even if toss has a bunch of unit from say a 3 gate expand or 2 gate robo, terran can just back off, no harm done. If stalkers try to chase just wait for the zealot and sentries to be separated away and use concussive shells to pick them off.
If you dont believe me, load up yabot, do a 2 rax build, and just walk the first mara with the marines like a boss across to the toss natural.
TLDR: Theres an earlier timing from the same build which is more deadly can you show a replay of this timing, i can't imagine such an early timing, unless it is such a small rush distances, then I would always suggest a 3 gate expand. 1 marauder / 5 marine is the real 2rax timing. it usually hits right before wg tech finishes.
yep and if you read this guide, it holds this too, but 5:40 seems a bit early, the earliest this normally reaches my nexus is usually 5:55-6:00.
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The reactor-first 2-rax has become less common in high level play, and the tech lab-first 2-rax with a naked rax proxied or on low ground outside T's base is becoming more popular. I believe this attack hits at about 5:45 with 2 marauders and a few marines, and while I haven't done any testing, I believe it would force a nexus cancel every time.
The 1-gate FE I prefer gets a beefier army with 2 zealots, a stalker and a sentry as the first 4 units with WG tech finish at 5:50 as compared to your build which gets 1 zealot, 3 sentries and has WG tech finishing at 6:20. I know that with my 1 gate FE, it takes very good execution combined with a small probe pull to defend this rush. I don't know how you'd defend with only 1 zealot, a couple sentries, and WG tech 30 seconds away.
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I think that this should only be done if the second rax is spotted. You would get ravaged by other builds, like hellion shenanigans with marine drop. Also, since you're not building any stalkers, you give the Terran free map control, even if he isn't building marauders. I guess it seems like an effective 2 rax defense, but lacks in other areas
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On February 29 2012 03:49 kcdc wrote: The reactor-first 2-rax has become less common in high level play, and the tech lab-first 2-rax with a naked rax proxied or on low ground outside T's base is becoming more popular. I believe this attack hits at about 5:45 with 2 marauders and a few marines, and while I haven't done any testing, I believe it would force a nexus cancel every time.
The 1-gate FE I prefer gets a beefier army with 2 zealots, a stalker and a sentry as the first 4 units with WG tech finish at 5:50 as compared to your build which gets 1 zealot, 3 sentries and has WG tech finishing at 6:20. I know that with my 1 gate FE, it takes very good execution combined with a small probe pull to defend this rush. I don't know how you'd defend with only 1 zealot, a couple sentries, and WG tech 30 seconds away.
you have to forcefield him away with 3 forcefields and wait for warpins, if you miss these then you have to pull some probes.
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Canada13379 Posts
On February 29 2012 04:17 oli470 wrote:Show nested quote +On February 29 2012 03:49 kcdc wrote: The reactor-first 2-rax has become less common in high level play, and the tech lab-first 2-rax with a naked rax proxied or on low ground outside T's base is becoming more popular. I believe this attack hits at about 5:45 with 2 marauders and a few marines, and while I haven't done any testing, I believe it would force a nexus cancel every time.
The 1-gate FE I prefer gets a beefier army with 2 zealots, a stalker and a sentry as the first 4 units with WG tech finish at 5:50 as compared to your build which gets 1 zealot, 3 sentries and has WG tech finishing at 6:20. I know that with my 1 gate FE, it takes very good execution combined with a small probe pull to defend this rush. I don't know how you'd defend with only 1 zealot, a couple sentries, and WG tech 30 seconds away. you have to forcefield him away with 3 forcefields and wait for warpins, if you miss these then you have to pull some probes.
Are you sure you have enough energy at that timing that kcdc points out to have 3 forcefields? Then the next question is if you use all your energy then how does the fight go against terran with their additional units without guardian shields? Not only that but the FFs wont hold them off until you get WG done and warp in additional units right?
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On February 29 2012 04:28 ZeromuS wrote:Show nested quote +On February 29 2012 04:17 oli470 wrote:On February 29 2012 03:49 kcdc wrote: The reactor-first 2-rax has become less common in high level play, and the tech lab-first 2-rax with a naked rax proxied or on low ground outside T's base is becoming more popular. I believe this attack hits at about 5:45 with 2 marauders and a few marines, and while I haven't done any testing, I believe it would force a nexus cancel every time.
The 1-gate FE I prefer gets a beefier army with 2 zealots, a stalker and a sentry as the first 4 units with WG tech finish at 5:50 as compared to your build which gets 1 zealot, 3 sentries and has WG tech finishing at 6:20. I know that with my 1 gate FE, it takes very good execution combined with a small probe pull to defend this rush. I don't know how you'd defend with only 1 zealot, a couple sentries, and WG tech 30 seconds away. you have to forcefield him away with 3 forcefields and wait for warpins, if you miss these then you have to pull some probes. Are you sure you have enough energy at that timing that kcdc points out to have 3 forcefields?
yes you have 3 sentries
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This doesn't take into account Terran micro, or a few SCVs, which will inevitably be sent with those initial units. Terran units on their own are not very strong. Micro'ed properly, these same units suddenly become much more cost efficient. For this reason, I don't find your illustrations to be of much value. Add a bunker into one of those shots and suddenly your decision making (as well as AI of your units) becomes obfuscated as well.
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Ok i am no longer endorsing this build on korhal compound, shattered temple and metalopolis as the naturals are too open, its real strength is the safety of the forcefields, it is however perfect for Antiga, Shakuras, entombed valley and cloud kingdom. I have changed the original post accordingly.
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would u recommend dropping gates before nexus in liu of a the opponent dropping a building in ur natural. I know the 2 gate rush is pretty much super delayed but he can expo pretty easily if u have just a stalker and a sentry trying to kill a building vs a zealot and a stalker.
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On February 29 2012 05:44 facemelterr wrote: would u recommend dropping gates before nexus in liu of a the opponent dropping a building in ur natural. I know the 2 gate rush is pretty much super delayed but he can expo pretty easily if u have just a stalker and a sentry trying to kill a building vs a zealot and a stalker.
i have never seen this accompany a 2 rax, i think its too much of a tight build to allow for it, but by the time he could afford it you would have a stalker out to kill the scv before it could build to significant health.
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On February 29 2012 03:43 oli470 wrote:Show nested quote +On February 29 2012 03:24 Xanatoss wrote:I am really shocked to see how many players think that 2 Rax is an outdated build that works only on super-short rushdistances or with some kind of surprise. The opposite is the case. My whole Earlygame is benchmarked against the 2Rax similar as every PvP-Build has to be benchmarked against 4 Gate. The balls-to-the-wall 2 Rax with 2nd Rax immediately after/before first marine, that moves out with 5/1 Marine/Marauder and 2-3 SCVs with Autorepair which slam down 2 Bunkers right into the Attackpath and in Range of Nexus is incredible hard to hold. In the past Terran players have made the mistake to rush for an expansion by skipping production cycles which makes the push very weak. Nowadays Terrans keep reinforcing, research Combat-Shield right after Shells for a 2nd Push-Timing and sometimes even keep trading army while going for fast Medivacs+Stim for a third Push-Timing. Its incredible strong against 1 Gate FE and leaves very small margin for P-Error during the first push. Unit-AI gets screwed by Bunkers and Probes "forget" to attack SCV's if they hover "into" the constructing Bunker. On February 28 2012 23:12 oli470 wrote:On February 28 2012 13:33 speckofdust wrote: Alright! I've been looking for a safe opening vs 2 rax for a long time. But there's actually another timing that i'm afraid of with the same build.
At 5:40 the terran could actually be at your natural nexus with 5 marines and 1 marauder already with a constant stream of units. How so? Basically instead of waiting for 2 mara and 9 marines before pushing out, he just has to push out when his first marauder is done. And just nice at 5:30 his concussive shells are done. So with probably 3 units (and sentries to boot) how is the toss going to prevent a bunker from going up?
This can happen if: A. He spots your nexus building and knows that its a 1 gate fe B. He notices double gas, therefore no threat of 4 gate C. He just wants to put some pressure with 2 rax
Why can a terran do this? A. The scouting stalker at the watch tower/front of the base cant kite this force even without concussive shells (6 range mara vs 6 range stalker plus possible marine fire, you could try softening up the force but seriously a stalker trying to take out this force? B. Even if toss has a bunch of unit from say a 3 gate expand or 2 gate robo, terran can just back off, no harm done. If stalkers try to chase just wait for the zealot and sentries to be separated away and use concussive shells to pick them off.
If you dont believe me, load up yabot, do a 2 rax build, and just walk the first mara with the marines like a boss across to the toss natural.
TLDR: Theres an earlier timing from the same build which is more deadly can you show a replay of this timing, i can't imagine such an early timing, unless it is such a small rush distances, then I would always suggest a 3 gate expand. Here you go: Taught this build to a player yesterday for practice. Terran is Platinum, me low Master... which shows how incredible powerful this build is if executed correct. Note that I play my own version of 1 Gate FE. http://drop.sc/122224http://drop.sc/122704http://drop.sc/122705 game 1 you lose because those costly stalkers die far too quickly to the marauders game 2 you hold by losing 6 probes game 3 you get a really poor engagement, i think you needed to come down your ramp sooner i think you could really benefit from changing build, its not a favourable composition
Oh wow, you pointed out the obvious! My point was that this kind of 2 Rax is extremely dangerous because even small mistakes result in finished bunkers and an awfull situation for P. And regarding your last comment: WTF?! You advertise a build that has slower warpgate and fewer units than mine at every time and YOU tell ME that my "composition is not favourable"? I dont even know how to respond to that.
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