|
The ultimate TvP all in - metagame exploitation
Hi TL !
I’m here to present you a build that made me enter the Grand Master League at season 2, and kept me at a Top master level so far. This BO is EASY to execute, extremely POWERFUL, UNEXPECTED, provides QUICK WINS and will make you reach an UNREAL WIN RATIO in TvP once you master it.
It works on any map, on any position and beats any Protoss opening. All you need is to execute it perfectly, respect the timing and follow the thought process.
Build order :
+ Show Spoiler +Build in the case you don't trap his scouting probe
10 supply depot 1min10/20 - take one scv to build the proxy raxx 11 raxx Stop scv production 1min55 - 11 proxy raxx Build two more scv Build one marine 14 Orbital Command 3min 10 - 16 supply depot 4min10 - Leave your base with everything Make one more scv
Build in the case you trap his scouting probe
10 supply depot 1min10/20 - take one scv to build the proxy raxx 11 raxx Stop scv production 1min55 - 11 proxy raxx Build two more scvs Build the second supply depot once his probe enters your base Build one marine 14 Orbital Command (slightly delayed) 4min10 - Leave your base with everything Build one more scv
Overall, you only build 2 supply depots and 2 raxxs.
The build order being explained, let’s go to the thought process and the game scenario.. 1. My overall winrate
+ Show Spoiler +Since season 2, I made this build 84 times and got so far 77 wins and only 7 loses, that is to say a 91,7% win ratio. I’ve beaten the best of the best with this build, and I can assure you that this build will, in the next days, dramatically change the TvP metagame. I was known as “YaA” until season 5 when I renamed into “offal”. Sc2gear here shows the performance of this build when well executed. My win rate was a little higher with my former name because maps were quite smaller and raxx building time was not nerfed (-5 seconds at that time). I had to make two bunkers from time to time to prevent any base trade scenario. I just built a bunker in my base to prevent his stalkers from going into my base.
2. The maps you’ve to veto
+ Show Spoiler +The smaller the map is, the better it is for you. Bigger maps may give time to Protoss players to adapt their build to your attack. Therefore, you have to veto the following maps : - Korhal Compound - Entombed Valley - Tal’darim Altar
3. Building your proxy raxx
+ Show Spoiler +You need to build your proxy raxx in areas that won’t be scouted by his scouting probe. You also need to make sure your scv going to build the proxy raxx won’t be seen by his scouting probe. Usually, you need to make this scv leave your base and go to the proxy raxx area once the first supply depot is half way done. You have 150 minerals at the desired time, once your scv reaches the area of the proxy. With the following pictures, you’ll see where you have to build the proxy raxx. The red arrow shows the path of your scv building the proxy raxx. Cloud Kingdom LEDaybreak LEOhana LEAntiga ShipyardWhen you are located at the top of the map, you can build your proxy raxx where the yellow arrow shows you can. When the Protoss scouts and goes from one base to another, he doesn’t see your proxy raxx (cf second picture). However, on other spots, you can’t since the scouting probe is able to see your raxx. MetalopolisMake sure your scv goes through the Xel Naga Tower, you could see his scouting probe and therefore avoid it. When you build your proxy raxx here, the Protoss can’t see it with the Xel Naga Towers. Shakuras PlateauSame. Go to the Xel Naga Tower first to avoid his probe and guess where his base is located.
4. Killing his scouting probe
+ Show Spoiler +This part is one of the most crucial one in the thought process. Your main objective here : he must see you didn’t take gas and then you kill his scouting probe. a. Why do Protoss players need to scout a Terran base ? Because with the actual metagame, there are mostly 3 builds in TvP : - 1/1/1 - 2 raxx (reactor/techlab) early pressure into expand - 1 raxx expand The first two builds are highly aggressive and require gas. The third one is defensive, does not require gas and provides very little information to Terran players. When Protoss players face one raxx expand, they tend to play greedy (more chronoboosts on probes) and get a fast expansion. Actually, with today’s metagame, most Protoss players want to check you didn’t take gas to convince themselves they can go for 1 gate expand safely. A Protoss who sees 1 raxx expand is also very far away from thinking you may be the aggressor in very early game. This is exactly what you want them to think : feel confident enough to fast expand and then punish them. b. However, to insure your win, you need to kill his scouting probe. Why ? Because if his scouting probe leaves your base, he gets control of Xel Naga towers. He’ll see your attack coming, cancel his nexus, build 2 or 3 gates and defend. As a result, your % of attack success decreases. How do you kill his scouting probe ? You know he wants to see whether you took your gas or not. He’ll therefore enter your base. This is why you need to build your supply depot and your raxx at your ramp. Once he has enters your base, take one scv in the mineral line, or the one building the raxx, to complete the wall with another supply depot. Don’t finish the construction of the supply depot, do it few seconds later. His scouting probe will be blocked into your base and killed by the incoming marine. The Protoss player will therefore play in the dark, but with the conviction you’re going for one raxx expand. As a former Random player, I’ve also learnt that from a Protoss point of view, losing your scouting probe is very frustrating. That’s a good point for you.
5. What about if you don’t kill his scouting probe ?
+ Show Spoiler +There are mostly 2 cases when you don’t kill his scouting probe : - He scouted pretty late. He doesn’t enter your base because your marine would kill the probe. - You didn’t manage to block his probe into your base.
Consequences : he’s got control of the Xel Naga Tower or his probe is waiting close to the mineral of your natural to know when you land your expected expansion. With your second marine, you need to check if his probe is at your natural to chase it. If the probe is not there, then go to the Xel Naga Tower with this marine. You now have the control of the Xel Naga Tower. However, he’ll certainly want to control it back with his stalker because if you’ve got a marine there, it is quite suspiscious: with 1 raxx expand, you should be building a bunker in front of your natural and play defensive. From now on, he’ll certainly spend more chronoboosts on his cybernetic core or his gate because you’re acting suspiscious.
Don’t forget to scout his base with the scv that built the proxy raxx. Stay as long as possible in his base (check energy on nexus and on which buildings he uses chronoboosts) and leave some seconds after his cybernetic core is made. You don’t want to have this scv killed by the incoming stalker.
6. What about if he didn’t go for 1 gate expand ?
+ Show Spoiler +He’ll have more units to defend your push. However, that won’t make him win the game as soon as you follow the build order and the timing push. Basically, your win ratio, given his build order, is : - Nexus first => 100% - Any cheese that requires 2 gas => 100% - 1 gate expand => 95% - 3/4 gates => 90% - 2 gates early attack with stalkers (hit and run) => 75%
Why such a high % ? Because you leave your base at 4min10, and reach his base at 5 min. His warp cannot be ready at that time. He can’t reinforce his army as fast as he would want to.
7. The attack
+ Show Spoiler +When you reach his base (or his expand that he’ll cancel), you have 14/15 scvs and 7 marines, without taking into account the reinforcements. He’ll usually have 1 zealot and 1 stalker. Or 2 stalkers. Or 3 stalkers if he made a very aggressive opening. You’ll undoubtedly win the fight for two reasons : marines’ dps > his army and because scv have +5 hp compared with probes. Nevertheless, to insure the win, you need to do 6 things : - Rally point your raxxs to his base - Build a bunker close enough to his nexus, his gates and cybernetic core. - Try to surround his stalkers with your scvs. - Use from time to time, and when necessary, “hold position” on your scvs to make his probes and zealot bug. And therefore be totally useless in the fight. - Position your marines in areas that maximize their damage and minimize their damage taken (between buildings, behind the mineral line) - Build a bunker in your base and rally point the marines from your first raxx into it if you feel any trade base scenario is incoming (ie. he left his base with his stalkers). Example of positionning + "holding position" with scvs : What you should never do : - Put your marines inside his mineral line : with mineral trick, his probes surround your marines. You can’t hit and run anymore. - Let your marines close to his ramp : his probes can once again surround your marines with the mineral trick if he clicks on the minerals at his natural. What about if he made one or two sentries (totally unexpected) ? - Against one raxx expand, going for sentries is totally dumb. When Terran players go for one raxx expand, Protoss players have free map control. This is why they go for stalkers in early game. Therefore, you’ll almost never see sentries against your build. One sentry max. - Sentry is anyway the worst thing to do against this build. They deal almost no damage. The building time of a sentry (37 seconds, 27 with chronoboost) lasts more time than one force field (15 seconds). That’s wasted time on a gate. Stalker is a much preferred unit (more damage, faster).
8. Why share this build today ?
+ Show Spoiler +I've always had the idea to share this build with TL community. However, I didn’t do it until now because I wanted to keep it secret, providing me with a very high % TvP wins in ladder. Today, I’m totally inactive. No problem to share it.
9. Replays
+ Show Spoiler +offal vs Nightend - Metalopolis : ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261726.jpg) offal vs mTwUnderdark - Metalopolis : ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261921.jpg) offal vs RotterdaM - Scrap Station : ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261923.jpg) offal vs BabyKnight - Shattered Temple : ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261922.jpg) offal vs RatZLoogicc - Metalopolis : ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261727.jpg) offal vs kAra - Xel'Naga Caverns : ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261725.jpg) offal vs SG-Waze - Antiga Shipyard : ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261728.jpg) offal vs Blast-Kami - Shakuras Plateau : ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261724.jpg) offal vs Griffith - Shakuras Plateau : ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261730.jpg) offal vs VGChubz - Shakuras Plateau : ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261731.jpg)
10. Conclusion
+ Show Spoiler +Just go for it and get freewins. Have fun !
|
i do this only on shakuras, because good players don't lose to those cheesy builds... or not that often
|
You just wrote a guide on a 11/11 rax all in. Hardly guide worthy to be honest.
|
Have you done this on any map besides Shakuras?
|
this is like writing a guide for proxy 2 gate. completely pointless and a pain for every protoss player on ladder t_t
|
Any half-decent Protoss would notice your SCV count and Rax timing, but still if scouted a little mismicro and P is dead
|
I love how you post this when so many protoss are getting influenced by Parting fast Nexus Cannon play craziness :D
Thx a lot.
|
United States8476 Posts
This is a nice, detailed guide. I have a few questions/concerns.
What do you do when a protoss walls off his main with 2 gateways? You also don't take into account the very popular Nexus into forge build that's been popping up lately. Also, I don't like the misleading ambiguous title.
|
I am not a pro But what if the protoss wall off his ramp then use his stalkers to focus your marines while your scv attack the wall?
|
On April 26 2012 11:35 s15sLiDER wrote: You just wrote a guide on a 11/11 rax all in. Hardly guide worthy to be honest.
Yo, the guy is a master T (or ex) and Im sure plenty of T of varying levels of skill could find this guide handy to follow.
|
Nice guide considering fast nexus play is coming more popular now.
Thank you
|
On April 26 2012 12:05 marcmad wrote: I am not a pro But what if the protoss wall off his ramp then use his stalkers to focus your marines while your scv attack the wall?
I think this is the counter to the build, how could the Terran possibly get around it?
|
I'm not going to comment on the effectiveness of the build, I don't play much TvP.
But the whole CAPITALISING words to SELL your GUIDE thing is really annoying at the begging. Makes your guide sound like a cheap advertisement for viagra or something. The rest is pretty well written, though
|
Hmm...if toss sees low scv count wouldnt he automatically assume some cheese is coming?
|
|
scv > probe but you dont use probes to attack the scvs, you attack the marines
|
When you're talking about a cheese/all-in in which you must pay attention to such small details, they are not quite similar at all. Only in that they are both marine/SCV rushes.
Great guide OP! Thanks for sharing. Only problem I have is with flaunty titles like "metagame revolution" or stuff like that.
|
so standard marine scv all in....
I really applaud the way you wrote the guide, and you put alot of effort into making it, but...
It's still an marine scv all in that is easy to scout since you make a 11 rax, and the only reason terrans makes an 11 rax is to do 11/11 marine scv all in.
So if a marine pops out before 3:20, you know it's an 11 rax and you can almost 100% sure say there is a second 11, or 13 rax incoming, go 3 stalker rush with chrono spend on gateways instead of warpgate and block ramp with gateways/pylons and start picking off marines.
|
the ultimate tvp build? come on dude. 11/11 proxy rax. the title should read "tvp cheese" not a guide. thanks.
|
You edited your post but you still didn't edit the 2nd part? It's a TvP Build. Cheeses are builds. Even if he called it TvP guide, this is a guide to a cheese build. So it's still both a guide and a build.
Cheeses are legit strats too... if it works at GM, then that should be good enough for most TLers.
|
11/11 proxy rax == "The metagame revolution!"
Somehow I doubt. Sure it's good for a few cheesy wins, but you can't wall off, so a good toss will see the difference between an 11 rax with scv cutting vs a 12rax with 15OC.
|
While the idea of 11/11 is not new, this is a very well written guide explaining the step by step execution and reasoning behind why it works. It is not simply "hurr durr build 2 rax and a-move", but tricking your opponent into assuming you are 1-rax expoing and punishing them for assuming too much.
Due to heavy emphasis on TL,net that 'macro' is better, I find that I don't actually know how to cheese without a starport when I play terran (cloaked banshee rush).
Thanks OP
|
lol high masters players can tell when a rax was made on a 11 which would never be done with a 1 rax exapnd...fail but congrats on cheeseing your way to high masters and atleast it was well written
|
Revolutionizing the meta-game by not letting it get that far
![[image loading]](http://images.encyclopediadramatica.se/f/f5/BRILLIANT!.jpg)
User was warned for this post
|
Came in thinking it would be a cheap guide without much detail......
Left with a powerful TvP build to use in BoX's.
|
Metagame revolution? The -only- thing widespread use of this build will do is train Protosses to analyse the SCV count properly to accurately discern when a cheese is coming. Basically the same effect any half decent cheese build does. So while the people using this build arent really getting any better, they are training their opponents to play a tighter, more informed game. Basically all you will get is minor micro practice and a few cheap wins (if that). Have fun.
|
On April 26 2012 16:09 IamPryda wrote: lol high masters players can tell when a rax was made on a 11 which would never be done with a 1 rax exapnd...fail but congrats on cheeseing your way to high masters and atleast it was well written
...
I don't even...
Why do you fail at reading (or even looking at gigantic pictures!) the part of the OP where he made GM and is top masters with this build.
I just tried this build tvp, tvt AND tvz. Got me 5 free wins in under 30 minutes. Problem? I think not.
Thanks for the detailed execution.
|
What? Why so much hate? If this build has a 90% winrate it means one of two things. Either The OP is very good at the game or the build itself is really good. I'm guessing the latter since its a rush and he says himself that it's quite easy to execute. Who cares what it is. If it has a better winrate than playing standard then why not do it?
And if you say it takes no skill etc etc, it's still a good tournament build for sure, especially if you know your opponent is better than you. Thanks for putting in the effort OP. Wish I played terran so I could try it myself.
|
I don't really see any way in which this is preferable to a 3rax. :/ And when you say that sentries are the worst thing to make against this build, you're clearly wrong, because he can just forcefield the ramp to keep you out, which means he's mining and making units and you aren't.
|
Did someone mentionned BitByBit yet ?
It was already said but saying one will revolutionnize TvP metagame by presenting a cheese build is .... misleading at least. Plus I personnally dislike Guide on all-ins build, as it does not help me grow as a (gold) player.
|
Seems like an effective way of cheesing, similar to Geiko's build. I commend you for that. However, it is what it is - a good build for ladder wins, but neither "ultimate" nor "revolution". I doubt we'll be seeing half the TvPs in pro competitions boil down to it (which is what I would expect out of ultimate / revolution / etc ).
|
Aw poo I thought this was an actual guide to macro play, not a cheese. Nice write up regardless, though a bit misleading.
|
seem normal in korean server,fail OP -.-
|
Im high master protoss myself, and I experienced this BO on ladder once. This build is pretty good but any smart protoss would look at your scv count and from there deduct its an all-in. He just walls in with 2 gates while he keeps chrononing his normal gates, and eventually pull all his probes for a fight aswell and win the game. This isn't ultimate, it's just some kind of undiscovered cheese.
|
why veto korhal? Surely Daybreak is way bigger Oo
|
Thank you, I will try this
|
I've just noticed the following sentry analysis:
Sentry is anyway the worst thing to do against this build. They deal almost no damage. The building time of a sentry (42 seconds, 21 with chronoboost) lasts more time than one force field (15 seconds). That’s wasted time on a gate. Stalker is a much preferred unit (more damage, faster).
Since patch 1.3.3 sentries take 37s to build instead of 42. Also, when chronoboosting something the total time doesn't get cut in half, but rather reduced by (at most) 50%.
|
if you think that a marine scv in 'will change the meta game' you are sadly mistaken my friend, should be easy enough to hold
|
On April 26 2012 15:16 wichenks wrote: the ultimate tvp build? come on dude. 11/11 proxy rax. the title should read "tvp cheese" not a guide. thanks.
Sadly I have to agree with this.
|
Offal, you're the guy that plays random and cheeses every game right ? I think I haven't lost a single time to you out of the 4 of 5 games we've played 
Nice guide but "metagame revolution" is pushing it a bit However I do appreciate the amount of details you give. Good job.
|
I think that if you chrono 2-3 early sentries, you can forcefield the ramp long enough until the warp gate is done and then use the warp gate to get enough units to defend.
|
The thing is, there is actually a very similar build which has become extremely popular on korean GM ladder in the last month. The difference is, the korean version is not all in. The korean version is 11 in base rax, 12 proxy rax (edit: actually its 14 supply for the second rax. At 12 supply set your CC rally to proxy location). Normal SCV production, bunker at your natural at 24 supply. You push out with about 6 marines and 5 scvs, rallying more marines. (makes Protoss think it is a 1 rax gasless expand). You build the proxy rax somewhere near your main, so it can be floated home after you execute the rush. It is impossible to tell the difference between this build and a 1 rax gasless expand unless you scout the proxy barracks, or suicide a unit past the bunker (even so, maybe your CC is in your base?). You move out at 24 supply, and build a command centre at your natural at 27 supply, then 2 gas and transition.
Here is that build being executed in GSL a few days ago;
http://www.gomtv.net/2012gsls2/vod/67145 (first game in set so no sub required I believe). NB; he transitions in to a tank attack but that's not necessary, you can transition into a normal 3 rax 1 starport build.
I do believe this build will have a big impact on the metagame, as it means that a 1 rax expand is no longer a safe build for Protoss. I think this build will result in terran getting an earlier expansion than protoss, but previously many protoss could get their natural expansion the same time or earlier than the terran. The key to the success of this build is the fact that it cannot be distinguished from a 1 rax gasless expand. In a best of 5 series, you could alternate between 1 rax gasless, and 11 inbase/12 proxy rax, and the Protoss will never get an expansion earlier than you.
I have been using the build in this video for the last week and it does kill most early protoss expands while securing your own expansion. I recommend players learn the non-all in version of this build as it will help you improve much more.
|
Aotearoa39261 Posts
^ You mean, Alives TvP build which he does basically every game on daybreak?
|
I wonder why i'm all the time in replaypack / guidereplay. w/e i don't think it's a good build if the protoss micro is good enough ( and he is not unlucky like me cf replay :D )
|
You got day9 with Lastshadows CC into 6 rax, and this..; Man i love terran diversity
|
On April 26 2012 18:57 thepeonwhocould wrote:The thing is, there is actually a very similar build which has become extremely popular on korean GM ladder in the last month. The difference is, the korean version is not all in. The korean version is 11 in base rax, 12 proxy rax. Normal SCV production, bunker at your natural at 24 supply. You push out with about 6 marines and 5 scvs, rallying more marines. (makes Protoss think it is a 1 rax gasless expand). You build the proxy rax somewhere near your main, so it can be floated home after you execute the rush. It is impossible to tell the difference between this build and a 1 rax gasless expand unless you scout the proxy barracks, or suicide a unit past the bunker (even so, maybe your CC is in your base?). You move out at 24 supply, and build a command centre at your natural at 27 supply, then 2 gas and transition. Here is that build being executed in GSL a few days ago; http://www.gomtv.net/2012gsls2/vod/67145 (first game in set so no sub required I believe). NB; he transitions in to a tank attack but that's not necessary, you can transition into a normal 3 rax 1 starport build. I do believe this build will have a big impact on the metagame, as it means that a 1 rax expand is no longer a safe build for Protoss. I think this build will result in terran getting an earlier expansion than protoss, but previously many protoss could get their natural expansion the same time or earlier than the terran. The key to the success of this build is the fact that it cannot be distinguished from a 1 rax gasless expand. In a best of 5 series, you could alternate between 1 rax gasless, and 11 inbase/12 proxy rax, and the Protoss will never get an expansion earlier than you. I have been using the build in this video for the last week and it does kill most early protoss expands while securing your own expansion. I recommend players learn the non-all in version of this build as it will help you improve much more.
Thank you, that seems interesting, do you know how much the 12 rax is delayed compared to a normal 12 rax?
EDIT sorry i didnt read properly -_- Do they supply depot scout?
|
On April 26 2012 19:12 Douillos wrote:Show nested quote +On April 26 2012 18:57 thepeonwhocould wrote:The thing is, there is actually a very similar build which has become extremely popular on korean GM ladder in the last month. The difference is, the korean version is not all in. The korean version is 11 in base rax, 12 proxy rax. Normal SCV production, bunker at your natural at 24 supply. You push out with about 6 marines and 5 scvs, rallying more marines. (makes Protoss think it is a 1 rax gasless expand). You build the proxy rax somewhere near your main, so it can be floated home after you execute the rush. It is impossible to tell the difference between this build and a 1 rax gasless expand unless you scout the proxy barracks, or suicide a unit past the bunker (even so, maybe your CC is in your base?). You move out at 24 supply, and build a command centre at your natural at 27 supply, then 2 gas and transition. Here is that build being executed in GSL a few days ago; http://www.gomtv.net/2012gsls2/vod/67145 (first game in set so no sub required I believe). NB; he transitions in to a tank attack but that's not necessary, you can transition into a normal 3 rax 1 starport build. I do believe this build will have a big impact on the metagame, as it means that a 1 rax expand is no longer a safe build for Protoss. I think this build will result in terran getting an earlier expansion than protoss, but previously many protoss could get their natural expansion the same time or earlier than the terran. The key to the success of this build is the fact that it cannot be distinguished from a 1 rax gasless expand. In a best of 5 series, you could alternate between 1 rax gasless, and 11 inbase/12 proxy rax, and the Protoss will never get an expansion earlier than you. I have been using the build in this video for the last week and it does kill most early protoss expands while securing your own expansion. I recommend players learn the non-all in version of this build as it will help you improve much more. Thank you, that seems interesting, do you know how much the 12 rax is delayed compared to a normal 12 rax? EDIT sorry i didnt read properly -_- Do they supply depot scout?
Sorry I made a mistake when I said 12 rax. What I meant to say was, at 12 supply you set the rally on your command centre to the proxy location. You build the second rax as soon as you have 150 minerals while maintaining normal scv produciton, which is generally at 14 supply. Scout using the scv that builds your first barracks. The scv that builds the second rax should wait until the attack before moving.
|
Hi. Just to know... what happened if P build 1-2 sentries? -_-
|
small off topic but do you remember the proxy 7rax marine scv build in beta? :'( god I miss these builds
gj with OP, will try this tactics tonight
|
any toss who can count scvs can see that something is going on~
|
change the title to add 11/11 proxy rax all in please. completely misreading.
|
On April 27 2012 01:17 Breach_hu wrote: any toss who can count scvs can see that something is going on~
any toss that can use obs can see your build, any toss that know how to micro can beat you, any toss that has good macro can beat you, any toss that knows how to storm/feedback can beat you, boo hoo, that's not the point.
Builds like this are pretty good to have up your sleeve in tournament play and it's good if people refine them (small things like where to put them, what to do in which situation) and explain them on forums
|
|
On April 27 2012 01:31 bLah. wrote:Show nested quote +On April 27 2012 01:17 Breach_hu wrote: any toss who can count scvs can see that something is going on~ any toss that can use obs can see your build, any toss that know how to micro can beat you, any toss that has good macro can beat you, any toss that knows how to storm/feedback can beat you, boo hoo, that's not the point. Builds like this are pretty good to have up your sleeve in tournament play and it's good if people refine them (small things like where to put them, what to do in which situation) and explain them on forums
i just wanted to say, that the economy variation of this (like mentioned before, Tree vs Brown, Alive using it very often) is better to fake out a 1rax expand, because with 11-11 the toss will know that you are doing this, if he can see your mineral line and counting your SCVs.
|
Hi TL !
I’m here to present you a build that made me enter the Grand Master League at season 2, and kept me at a Top master level so far. This BO is EASY to execute, extremely POWERFUL, UNEXPECTED, provides QUICK WINS and will make you reach an UNREAL WIN RATIO in TvP once you master it.
It works on any map, on any position and beats any Protoss opening. All you need is to execute it perfectly, respect the timing and follow the thought process.
bravo, thank you!
|
Bravo Bravo, very insightfull guide, never seen before!
|
Change that damn title, it's so untrue. You don't win money for your topic views you know, no need to advertise like that…
|
Yes, lets all in our way to Grandmasters. Any protoss with a brain and good micro will beat this. The barracks and scv count and timing will tip them off.
|
Terran really is becoming such a sad race
|
On April 26 2012 15:07 TechSc2 wrote: so standard marine scv all in....
I really applaud the way you wrote the guide, and you put alot of effort into making it, but...
It's still an marine scv all in that is easy to scout since you make a 11 rax, and the only reason terrans makes an 11 rax is to do 11/11 marine scv all in.
So if a marine pops out before 3:20, you know it's an 11 rax and you can almost 100% sure say there is a second 11, or 13 rax incoming, go 3 stalker rush with chrono spend on gateways instead of warpgate and block ramp with gateways/pylons and start picking off marines. A standard 12 rax marine could come out around 3:09, not 3:20.
|
I don't understand what all the hate is about; the same thing happened when Tang posted his Rushing Relentlessly guide.
A build is a build. It may not be as revolutionary as he thinks it is, but this build does help punish the early nexus builds that Protoss are using nowadays. While it might not be considered "standard play" and might even be considered "cheese," it is nessesary to have ways to counter the greedier players.
Thanks for an insightful guide. Any comments on how to deal with stalkers? Should I try to surround with SCVs or just attack with them? Thanks!
|
its probably scdpride smurfing
|
First off, everyone's irritated due to the bombastic claim of the title and intro, combined with the language of a ShamWow! commercial and the fact that losing to cheese rubs some people the wrong way. Revolutionizing the metagame, sorry but I doubt it, (its a proxy telegraphed by worker count, not the most impossible thing to spot, and gives you time to cancel that nexus, it'd be more interesting if you kept up worker production until the probe died, imo) but if enough people start doing it we may have to tighten our play up during that first 5 minutes.
As a protoss player, what I find the most fascinating is the win %. Clearly people need to learn to suck it up and pylon scout with every build (other than a wonky 2 gate, I'm looking at you Adelscott), it costs you like 20 minerals compared to gate scout, plus you get to zap scvs for fun and profit. How many games do you lose to cheese because you couldn't react in time? now how many games do you lose cause you're 20 minerals short? and worker count, which I will admit being guilty of. Anyways, it was a surprisingly well written build for an effective strategy, I certainly enjoyed it! I object a bit to the initial claims of revolutionizing the game, but who knows maybe we will see a resurgence of 11 gate builds, but that doesn't undermine the fact that this is a quality bit of cheese.
|
LADIES AND GENTLEMEN prepare for kiting..... AGAIN Nice guide btw but it is not rly metagame revolution its just cheesy bullshit(ehm build) reminding me why not to do kcds 1gate fe and rather go for mcs two quick stalkers.
|
On April 27 2012 11:26 aBstractx wrote: its probably scdpride smurfing this, haha by looking at the replays i can confidently say that this build will not revolutionize anything.
|
Give this build to someone who doesn't have good enough unit control to make GM, and it could just be a silly all-in where they get crushed horribly. On the flip-side, we all know an 11/11 with a proxy where you pull all SCVs and mine only with MULEs slams a lot of the greedy builds a GM probably runs into; it's truly a deadly timing in the right hands.
As a guide for an 11/11 all-in, this is pretty top-notch, but the "revolution" claim... Not exactly a new build. With respect to OPer's rank, I'm allowing myself to believe, only I'm incapable of using the same build every TvP and thus I will never have a 93% winrate in said MU.
|
On April 26 2012 18:55 Adonminus wrote: I think that if you chrono 2-3 early sentries, you can forcefield the ramp long enough until the warp gate is done and then use the warp gate to get enough units to defend.
On April 26 2012 20:58 Doganaws wrote: Hi. Just to know... what happened if P build 1-2 sentries? -_-
lol you guys think sentries will stop this -.-'
edit:
On April 27 2012 11:30 Rivkeh wrote: As a protoss player, what I find the most fascinating is the win %. Clearly people need to learn to suck it up and pylon scout with every build (other than a wonky 2 gate, I'm looking at you Adelscott), it costs you like 20 minerals compared to gate scout, plus you get to zap scvs for fun and profit. How many games do you lose to cheese because you couldn't react in time? now how many games do you lose cause you're 20 minerals short? and worker count, which I will admit being guilty of. Anyways, it was a surprisingly well written build for an effective strategy, I certainly enjoyed it! I object a bit to the initial claims of revolutionizing the game, but who knows maybe we will see a resurgence of 11 gate builds, but that doesn't undermine the fact that this is a quality bit of cheese. The only problem is that will never happen. If anything it's trending towards scouting even later, like on 2nd pylon or cybernetics core.
|
I wouldnt be happy even reaching GM with cheesy builds, I want to learn to play the real game. Thank you anyway, nice detailed guide
|
" The ultimate TvP build - metagame revolution"
Seriously? I believe it is a very effective cheese but I think it should have been labeled as:
"The ultimate TvP Cheese - Easy wins with marine/scv all-in"
|
On April 27 2012 11:05 coriamon wrote: I don't understand what all the hate is about; the same thing happened when Tang posted his Rushing Relentlessly guide.
People hate because when they see the "revolution" title they were expecting something about tvp late game solution. Instead they find out it's just another detailed cheese which is ok but doesn't fit the title.
|
On April 27 2012 12:48 tuestresfat wrote:Show nested quote +On April 26 2012 18:55 Adonminus wrote: I think that if you chrono 2-3 early sentries, you can forcefield the ramp long enough until the warp gate is done and then use the warp gate to get enough units to defend. Show nested quote +On April 26 2012 20:58 Doganaws wrote: Hi. Just to know... what happened if P build 1-2 sentries? -_-
lol you guys think sentries will stop this -.-' edit: Show nested quote +On April 27 2012 11:30 Rivkeh wrote: As a protoss player, what I find the most fascinating is the win %. Clearly people need to learn to suck it up and pylon scout with every build (other than a wonky 2 gate, I'm looking at you Adelscott), it costs you like 20 minerals compared to gate scout, plus you get to zap scvs for fun and profit. How many games do you lose to cheese because you couldn't react in time? now how many games do you lose cause you're 20 minerals short? and worker count, which I will admit being guilty of. Anyways, it was a surprisingly well written build for an effective strategy, I certainly enjoyed it! I object a bit to the initial claims of revolutionizing the game, but who knows maybe we will see a resurgence of 11 gate builds, but that doesn't undermine the fact that this is a quality bit of cheese. The only problem is that will never happen. If anything it's trending towards scouting even later, like on 2nd pylon or cybernetics core.
Don't understand what u mean by lol u think sentries beat this... What do you do if they ff the ramp? In the scenario where the toss went zealot sentry sentry, wouldn't it make your attack useless?
Secondly, just want to say one thing about "all in cheesy builds". There was once a time where people played a game for enjoyment. I agree that winning makes the game more enjoyable, but I also say that I like playing the game more than just making workers for more than half the game. I agree this build would be great for a best of x tournament, but how many ppl on tl actually plays in tournaments that don't have a 11/11 build in their arsenal?
|
On April 27 2012 01:31 bLah. wrote:Show nested quote +On April 27 2012 01:17 Breach_hu wrote: any toss who can count scvs can see that something is going on~ boo hoo, that's not the point. Builds like this are pretty good to have up your sleeve in tournament play and it's good if people refine them (small things like where to put them, what to do in which situation) and explain them on forums
So next time your at a tournament and you try the OP's build and your Protoss opponent counts your SCVs upon entering your base and immediately reacts to your cheese and owns you, im sure it will be a great day.
Personally i agree with the idea of talking about/refining builds, but to be honest i dont think the OP really did an awesome job of filling us in on all the intricate details, nor did he even look at current "metagame" (or do any research) to see if there was anything like his current build out there (A detailed guide on the build Alive uses would have actually been great, including -all- the intricacies of worker/marine and bunker micro, etc. Not just the ideas one guy came up with on his own). It also seems like he has no intention whatsoever of even coming back to discuss the build/edit the OP with insights, it seems like more of an attempt at a last ego hit after quitting sc2 than anything else.
Meh, Just Meh.
|
I think i saw a guide on this build some time ago, it was written by some of our Toss-awesome-guide-writing folks (sorry don't [Remember who). Tried it, won a couple of time. It is an all-in, a simple, stupid and pretty much defendable by toss, who knows what he is doing. I saw a stream of mTwUnderdark where he defended it with a no-scout 1gateFE. Also i am not quite sure that this build will make you a overall better player and it doesn't get you to understanding of TvP at all.
But anyway thx OP for your time and effort.
|
start reading
realising
*it`s a trap!*
|
|
This is a standard 11/11 used in TvP. It doesn't work versus people with decent probe micro.
|
boring and very holdable with any 2gate expand style builds
|
Hi guys i have a new metagame revolutionary build! make a cloak banshee and cross fingers he doesnt have observer!
|
On April 27 2012 18:35 Coramoor wrote: boring and very holdable with any 2gate expand style builds Which you almost never see, and puts toss behind a normal gasless FE.
|
Why people make all these threads about these allins?! They make the ladder a terrible experience.
|
Look, I know that Terrans are currently looking for a solution to TvP, but cheesing is not an optimal solution imo, just saying... Well written guide though.
|
On April 27 2012 14:05 Stoopid0boi wrote:Show nested quote +On April 27 2012 12:48 tuestresfat wrote:On April 26 2012 18:55 Adonminus wrote: I think that if you chrono 2-3 early sentries, you can forcefield the ramp long enough until the warp gate is done and then use the warp gate to get enough units to defend. On April 26 2012 20:58 Doganaws wrote: Hi. Just to know... what happened if P build 1-2 sentries? -_-
lol you guys think sentries will stop this -.-' edit: On April 27 2012 11:30 Rivkeh wrote: As a protoss player, what I find the most fascinating is the win %. Clearly people need to learn to suck it up and pylon scout with every build (other than a wonky 2 gate, I'm looking at you Adelscott), it costs you like 20 minerals compared to gate scout, plus you get to zap scvs for fun and profit. How many games do you lose to cheese because you couldn't react in time? now how many games do you lose cause you're 20 minerals short? and worker count, which I will admit being guilty of. Anyways, it was a surprisingly well written build for an effective strategy, I certainly enjoyed it! I object a bit to the initial claims of revolutionizing the game, but who knows maybe we will see a resurgence of 11 gate builds, but that doesn't undermine the fact that this is a quality bit of cheese. The only problem is that will never happen. If anything it's trending towards scouting even later, like on 2nd pylon or cybernetics core. Don't understand what u mean by lol u think sentries beat this... What do you do if they ff the ramp? In the scenario where the toss went zealot sentry sentry, wouldn't it make your attack useless? Secondly, just want to say one thing about "all in cheesy builds". There was once a time where people played a game for enjoyment. I agree that winning makes the game more enjoyable, but I also say that I like playing the game more than just making workers for more than half the game. I agree this build would be great for a best of x tournament, but how many ppl on tl actually plays in tournaments that don't have a 11/11 build in their arsenal? you will chain 2 forcefields max, after that you're dead. you need stalkers to hold this sentries are useless unless the terran is retarded and misses his timing, but considering he's pushing out at 4:10 he has a pretty good window. marine scv all-in isn't exactly the newest build on the block, it's been around forever and the noob response was always "lol just get sentries and ff" because they have no sense of timing. that's why they die while this guy sits at high masters, and he's not the only one who gets away with it.
On April 27 2012 18:30 gillon wrote: This is a standard 11/11 used in TvP. It doesn't work versus people with decent probe micro. That's like everyone below grandmasters mmr
On April 27 2012 19:04 Wurstbrot wrote: Why people make all these threads about these allins?! They make the ladder a terrible experience. because it makes you better as a player, a lot of people just fail to see it
|
Metagame revolution, this is not. It's a cheese, and it can be potent (notice, the maps vetoed).
What it is: A guide, and a good description of where to proxy barracks in a proxy 2rax vs. Protoss. It takes advantage of Protoss FE and the ability to fake a more popular build.
|
This is in no way a meta game revolution, stuff like this becomes popular, then protoss start scouting for it and preparing for it and it goes away after a week or 2, a cheesy all in build will NEVER be a catalyst for a game revolution
|
This is pretty much what Fnatic.aLive did vs HasuObs on tal'darim
|
Here's, in my opinion, a better build that's similar but doesn't build initial rax at 11 so protoss won't know anythings going on. Basically looks like a 1rax expand but instead of putting down an expo you proxy 2 additional raxes.
http://drop.sc/129313 <--MMA doing this build vs Feast from IEM.
Also I'd say LastShadow's mech in TvP is more revolutionary than this, and that's still a long shot from a "revolution". Maxed out thor+bc+ghost is pretty damn awesome though.
|
Hmm, I like your barracks placements!
|
On April 27 2012 20:08 L3g3nd_ wrote: This is in no way a meta game revolution, stuff like this becomes popular, then protoss start scouting for it and preparing for it and it goes away after a week or 2, a cheesy all in build will NEVER be a catalyst for a game revolution 1-1-1 was pretty significant.
Doesn't this lose hard to Nexus Forge Fast Expand, though? Cannons with a little bit of Probe support are pretty good.
|
On April 27 2012 19:50 Forbidden17 wrote: because it makes you better as a player, a lot of people just fail to see it Let me disagree about that sir.
NO!
|
I don't like the title. I thought it would be a drastic change, but it's just another cheese I won't use because I dislike easy wins.
|
When i saw the thread title, i thought this was actually a real build. Not going to do this pointless shit on ladder.
|
On April 27 2012 19:50 Forbidden17 wrote:Show nested quote +On April 27 2012 19:04 Wurstbrot wrote: Why people make all these threads about these allins?! They make the ladder a terrible experience. because it makes you better as a player, a lot of people just fail to see it
Honestly, this is the most amusing thing ever. I cant believe several people will sit here and constantly defend this guide. We know the build will win on ladder 8 games out of 10 for a -little while- (if it gets popular at all, it wont take protoss long to adjust their scouting/reaction). It barely gives you any decent practice so dont pretend it does, it gives minor micro training at best. So like i said before, people using this build arent really getting any better while they train their opponents to defeat their pathetic cheeses. I cant believe anyone using this build on ladder is playing the game for anything more than a few laughs, and playing a build like this will certainly NOT help much in making you a better player so please dont listen to the quoted poster if you are just starting out with sc2.
|
nice guide. lol at the title though :D
|
On April 27 2012 20:08 L3g3nd_ wrote: This is in no way a meta game revolution, stuff like this becomes popular, then protoss start scouting for it and preparing for it and it goes away after a week or 2, a cheesy all in build will NEVER be a catalyst for a game revolution
What you said contradicts yourself. Making the Protos start scouting for it and preparing for it does change the game in small ways. For instance not knowing whether or not your opponent is 1 rax FE or all in-ing you will force you to adapt a strategy that deals with both effectively. Perhaps this is the answer Terrans have to change the game enough to be able expand faster because the Protos player is now scared of some crazy all-in and becomes less greedy, gaining us a much quicker expansion than the current metagame.
|
Hi there,
Thank you for your feedback and pieces of advice.
I'd like to add few points to the guide and answer few questions :
1. First I added three replays to the guide :
vs mTwUnderdark - Metalopolis :
![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261921.jpg)
vs BabyKnight - Shattered Temple :
![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261922.jpg)
vs RotterdaM - Scrap Station, this replays shows how useful positionning + "hold position" on scvs impacts the fight.
![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261923.jpg)
At that time, the build was not optimised yet. Still it worked very well. Got quite easy wins there. To me, it proves that, when optimized, this build is even stronger and harder for Protoss players to beat it.
2. Some people argue any good Protoss player would count the number of scvs. That's wrong. The only thing they want to scout is whether the Terran player took his gas or not. If any good Protoss would count the number of scvs, I would never get 91% wins with this build.
Why ? Because if they see you took gas, they assume you'll do an early agression (marines/maraudeurs push) or an all in (1/1/1). No gas means no agression in their frame of mind. This is why my build counters the actual metagame. No way they assume you're gonna all in them.
3. Even if the Protoss player knows you're gonna all in them with this specific build, that won't make them win. Your % of winning the game is still very high. The reason is quite simple : with the current metagame, most Protoss players go for 12 gate, and even more often for 13 gate. They do so because you can't play on clos positions anymore, and the maps are very big now. All this favours macro openings.
The only build that would insure them a high % win against this all in is 11 gate, which is totally unlikely to happen.
|
On April 27 2012 23:39 oMNY.SEA wrote:Show nested quote +On April 27 2012 19:50 Forbidden17 wrote:On April 27 2012 19:04 Wurstbrot wrote: Why people make all these threads about these allins?! They make the ladder a terrible experience. because it makes you better as a player, a lot of people just fail to see it Honestly, this is the most amusing thing ever. I cant believe several people will sit here and constantly defend this guide. We know the build will win on ladder 8 games out of 10 for a -little while- (if it gets popular at all, it wont take protoss long to adjust their scouting/reaction). It barely gives you any decent practice so dont pretend it does, it gives minor micro training at best. So like i said before, people using this build arent really getting any better while they train their opponents to defeat their pathetic cheeses. I cant believe anyone using this build on ladder is playing the game for anything more than a few laughs, and playing a build like this will certainly NOT help much in making you a better player so please dont listen to the quoted poster if you are just starting out with sc2.
All-ins are part of the game
If your opponents focus too much on lategame playing the "real way", then if you are a serious player (and assuming you're not an idiot), you will take advantage of that by all-in'ing or cheesing. How can you not understand this?
By training opponents to learn how to deal with this, it makes them better players as well. As the one performing it, you get a nice cheese you can throw out once in a while, especially if you expect him to be going nexus first or such.
|
On April 26 2012 11:41 NrGmonk wrote: This is a nice, detailed guide. I have a few questions/concerns.
What do you do when a protoss walls off his main with 2 gateways? You also don't take into account the very popular Nexus into forge build that's been popping up lately. Also, I don't like the misleading ambiguous title. Why don't you change the title to "[G]TvP proxy 11/11 marine SCV all-in" or something?
|
On April 28 2012 04:27 offal wrote:Hi there, Thank you for your feedback and pieces of advice. I'd like to add few points to the guide and answer few questions : 1. First I added three replays to the guide : vs mTwUnderdark - Metalopolis : ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261921.jpg) vs BabyKnight - Shattered Temple : ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261922.jpg) vs RotterdaM - Scrap Station, this replays shows how useful positionning + "hold position" on scvs impacts the fight. ![[image loading]](http://www.gamereplays.org/community/uploads/repimgs/repimg-33-261923.jpg) At that time, the build was not optimised yet. Still it worked very well. Got quite easy wins there. To me, it proves that, when optimized, this build is even stronger and harder for Protoss players to beat it. 2. Some people argue any good Protoss player would count the number of scvs. That's wrong. The only thing they want to scout is whether the Terran player took his gas or not. If any good Protoss would count the number of scvs, I would never get 91% wins with this build. Why ? Because if they see you took gas, they assume you'll do an early agression (marines/maraudeurs push) or an all in (1/1/1). No gas means no agression in their frame of mind. This is why my build counters the actual metagame. No way they assume you're gonna all in them. 3. Even if the Protoss player knows you're gonna all in them with this specific build, that won't make them win. Your % of winning the game is still very high. The reason is quite simple : with the current metagame, most Protoss players go for 12 gate, and even more often for 13 gate. They do so because you can't play on clos positions anymore, and the maps are very big now. All this favours macro openings. The only build that would insure them a high % win against this all in is 11 gate, which is totally unlikely to happen.
youre obviously playing vs shit protosses then? seeing an early rax should be a hint and its super easy to take a glance at your saturation and figure out whats coming. Not to mention the nexus - forge will completely counter this ..
|
United States8476 Posts
On April 28 2012 15:00 CrazyF1r3f0x wrote:Show nested quote +On April 26 2012 11:41 NrGmonk wrote: This is a nice, detailed guide. I have a few questions/concerns.
What do you do when a protoss walls off his main with 2 gateways? You also don't take into account the very popular Nexus into forge build that's been popping up lately. Also, I don't like the misleading ambiguous title. Why don't you change the title to "[G]TvP proxy 11/11 marine SCV all-in" or something? Didn't have mod powers yesterday and would rather the OP agree on the title change before forcing him to change it.
|
I'd love to have more wins against protoss, but I really want to learn better macro at the same time, so this guide just isn't right for me I guess.
|
Aw..... saw the title and thought it was finally a solution to pvt mid-late game, but i guess the misleading title also makes tongue-in-cheek commentary on the current state
|
Whow, I'd never thought I'll see someone defending and even forcing an opinion, that some chezzy allin makes you a overall better player. This is so ridiculous. What next? Photon cannon rush standart play? Planetary fortress into proxy 7 rax? Please do understand me correctly, this build is good in it's effectiveness, Geiko proved it when he tried his version of this. I've tried it, and with no understanding of how to play Terran i've still won. But for god sake do not delude other people that this is good practice strategy or it will get you to better understanding of game. No! This is a cheesy allin, effective yes, easy yes, but in any other way than giving you some easy wins it's not going to help you. Thanks.
|
But it IS going to help you, we need more of this on ladder or P is going to be collecting easy wins through superior economics.
|
Great guide, I enjoyed the build and especially what's critical to the build are the maps that you've chosen to veto.
|
Only reason win rates are supposedly even in TvP is because of cheeses like this. If everyone played standard, blizzard might actually fix their fucking game.
|
I do agree to change the title into "[G] The ultimate TvP all in - metagame exploitation". However, i think only moderation can do so. I've already edited the guide title though. Thanks for guide title proposals. Should be more relevant from now on.
|
|
The 12/14 version of this build that many koreans/Demusllim do is a lot better and not allin. This is just another silly build that gives bad players on ladder a bunch of easy wins.
|
meta-game revolution, yea its an all in, no meta game is being revolutionized, your just all inning so you wont deal with the actual meta game in mid-to late game
|
so i tried it and i havent lost yet! i love it its awesome. cheesy but awesome!
|
On April 29 2012 00:02 eourcs wrote: The 12/14 version of this build that many koreans/Demusllim do is a lot better and not allin. This is just another silly build that gives bad players on ladder a bunch of easy wins.
How can pulling scvs not be all in?
|
On April 29 2012 01:58 kranten wrote:Show nested quote +On April 29 2012 00:02 eourcs wrote: The 12/14 version of this build that many koreans/Demusllim do is a lot better and not allin. This is just another silly build that gives bad players on ladder a bunch of easy wins. How can pulling scvs not be all in? pulling 3scv~ in any kind of push is totally acceptable, they fuck with opp unit ai. Bw terrans have been doing this for ages.
|
On April 29 2012 01:58 kranten wrote:Show nested quote +On April 29 2012 00:02 eourcs wrote: The 12/14 version of this build that many koreans/Demusllim do is a lot better and not allin. This is just another silly build that gives bad players on ladder a bunch of easy wins. How can pulling scvs not be all in? The 12/14 version only pulls 4-5 scvs, and if you feel you won't be able to do damage, you don't have to push and you can cut marines to get your cc faster.
|
On April 29 2012 02:09 eourcs wrote:Show nested quote +On April 29 2012 01:58 kranten wrote:On April 29 2012 00:02 eourcs wrote: The 12/14 version of this build that many koreans/Demusllim do is a lot better and not allin. This is just another silly build that gives bad players on ladder a bunch of easy wins. How can pulling scvs not be all in? The 12/14 version only pulls 4-5 scvs, and if you feel you won't be able to do damage, you don't have to push and you can cut marines to get your cc faster.
Oh I thought you meant a harder to hold allin when you wrote better.
|
|
The question is; are you getting better?
|
am i getting u better u bet ur ass i am! i can play standard or whatever style u want. this is just badass!
|
On April 26 2012 11:41 NrGmonk wrote: This is a nice, detailed guide. I have a few questions/concerns.
What do you do when a protoss walls off his main with 2 gateways? You also don't take into account the very popular Nexus into forge build that's been popping up lately. Also, I don't like the misleading ambiguous title. 2 gate is pretty much a hard counter, given that you can easily get 3-4 stalkers and just kill off all the marines with minimal micro. Still, if you wall with them, that actually makes it easier for the terran to depower them before you actually get the stalkers up. I definitely don't recommend walling off like that. The nexus/forge build simply needs 1-2 cannons and all probes pulled, but that entirely depends on how effective the protoss is at scouting, as that build has some trouble in that regard. If they have probes in their main and only 1 cannon it's a free win, of course.
|
The question is; are you getting better?
starcraft is also a game which you should enjoy. So the question could also be: Are you less frustrated in TvP now?
Sorry but TvP late game is too hard for (non grandmaster) terrans and really frustrates. I'm not using all-ins ever (seriously) but I can understand people who are just overextended against Protoss.
That's how it is. Remember the good old days where protoss 4 gated every second game...
So this is a good way to deal with Protoss if you face one at ladder. A fast and strong allin and then back to match-ups you enjoy more...
|
On April 29 2012 00:02 eourcs wrote: The 12/14 version of this build that many koreans/Demusllim do is a lot better and not allin. This is just another silly build that gives bad players on ladder a bunch of easy wins. Yeah I've been using the 12/14 old TvZ 2rax Pressure Expand in TvP a while back, while making the rax @ 14 a Makarax (close to base but kinda hidden from normal scouting path), you're screwed if they read you and c/b Stalkers and you don't pull back and put up an expansion/bunkers in time though but it's a really nice build and throws Toss off their game. Plus the 2rax transitions nicely into mass bio. After expanding you have to be wary of Collossi allins/timings and bunker up/get fast 2 port Viking production (as your tech will be slightly delayed by the 2rax) in time. 3rd edit lol: This is very VERY strong vs Nexus First, while also doing okay vs 1rax FE if you force at least minimal damage and transitions into a macro game nicely.
|
Its not that Terran is OP already, but this guide is the biggest garbage I´ve ever seen, sorry to say, very nice guide you have there, but you won´t be a better player with this.
You might learn some micro, but you don´t learn any macro. Teaching cheese is exactly the wrong way. I am glad that you quit SC2.
|
On May 01 2012 03:45 DT17 wrote:The question is; are you getting better?
On May 01 2012 04:49 Amoment wrote: Its not that Terran is OP already, but this guide is the biggest garbage I´ve ever seen, sorry to say, very nice guide you have there, but you won´t be a better player with this.
You might learn some micro, but you don´t learn any macro. Teaching cheese is exactly the wrong way. I am glad that you quit SC2.
On April 28 2012 17:18 Rimak wrote: Whow, I'd never thought I'll see someone defending and even forcing an opinion, that some chezzy allin makes you a overall better player. This is so ridiculous. What next? Photon cannon rush standart play? Planetary fortress into proxy 7 rax? Please do understand me correctly, this build is good in it's effectiveness, Geiko proved it when he tried his version of this. I've tried it, and with no understanding of how to play Terran i've still won. But for god sake do not delude other people that this is good practice strategy or it will get you to better understanding of game. No! This is a cheesy allin, effective yes, easy yes, but in any other way than giving you some easy wins it's not going to help you. Thanks.
I understand the attitude of: "improve faster with solid macro play."
But why does everyone have the attitude "if you practice an all-in you're awful and don't deserve to live" The ladder needs a ton of people who do all-ins otherwise people who play solid macro games won't actually learn to do the "solid" play.
I would argue that, yes, he has improved. He just added a new build to his repertoire that is effective.
Nice guide, well written and very detailed. As mentioned on page one, I would be curious how this fares against the PvT FFE that's been cropping up lately.
Everyone here is a prude when it comes to all-ins and it's one of the reasons korea is so far ahead of us overall.
|
The ladder needs people who play to win. I would like to see the rankings and win-lose of these people saying stuff like "yeah but are you actually getting better?" and "yeah but you got lucky because if the game went on longer you'd probably get supply blocked."
Guarantee you're not that much better than the rest of us.
|
On May 01 2012 05:11 ImGonnaRideYou wrote: The ladder needs people who play to win. I would like to see the rankings and win-lose of these people saying stuff like "yeah but are you actually getting better?" and "yeah but you got lucky because if the game went on longer you'd probably get supply blocked."
Guarantee you're not that much better than the rest of us.
Pretty sure they mean something along the lines of: "Doesn't matter what level you are at, playing a solid style will make you improve faster than cheesing all your games." Which I agree with.
What I don't agree with is that cheesing is a mortal sin, or shouldn't be done AT ALL. Both are required to become a better player.
|
Nice guide. I don't see how it would fair to the PvT Nexus forge. I don't think it would beat it and in that case you would be drastically behind. But if not scouted properly it would def catch the unwilling offguard!
|
|
On May 01 2012 04:50 Clarity_nl wrote:Show nested quote +On May 01 2012 04:49 Amoment wrote: Its not that Terran is OP already, but this guide is the biggest garbage I´ve ever seen, sorry to say, very nice guide you have there, but you won´t be a better player with this.
You might learn some micro, but you don´t learn any macro. Teaching cheese is exactly the wrong way. I am glad that you quit SC2. Show nested quote +On April 28 2012 17:18 Rimak wrote: Whow, I'd never thought I'll see someone defending and even forcing an opinion, that some chezzy allin makes you a overall better player. This is so ridiculous. What next? Photon cannon rush standart play? Planetary fortress into proxy 7 rax? Please do understand me correctly, this build is good in it's effectiveness, Geiko proved it when he tried his version of this. I've tried it, and with no understanding of how to play Terran i've still won. But for god sake do not delude other people that this is good practice strategy or it will get you to better understanding of game. No! This is a cheesy allin, effective yes, easy yes, but in any other way than giving you some easy wins it's not going to help you. Thanks. I understand the attitude of: "improve faster with solid macro play." But why does everyone have the attitude "if you practice an all-in you're awful and don't deserve to live" The ladder needs a ton of people who do all-ins otherwise people who play solid macro games won't actually learn to do the "solid" play. I would argue that, yes, he has improved. He just added a new build to his repertoire that is effective. Nice guide, well written and very detailed. As mentioned on page one, I would be curious how this fares against the PvT FFE that's been cropping up lately. Everyone here is a prude when it comes to all-ins and it's one of the reasons korea is so far ahead of us overall. Nono, it's not about telling that a guy who does cheesy allin is awful, pros do cheese also. I really like when I'm being cheesed on ladder, because defending cheese always require your best attention to deal with it, and i love it when I lose, because you can see where you did wrong. There is nothing wrong with a guide for an all-in, especially if you are on losing streak it can get you back in the seat, but the thing throws me off is that people position this to get you to be a better player and get better understanding of the game, and that is just wrong.
Btw thx for fixing this topic's name.
upd. About the ranking. It's about philosophy, it's either play2win or play4fun. I prefer second, because i really enjoy sc2.
|
On May 01 2012 04:50 Clarity_nl wrote: But why does everyone have the attitude "if you practice an all-in you're awful and don't deserve to live" The ladder needs a ton of people who do all-ins otherwise people who play solid macro games won't actually learn to do the "solid" play.
People hate cheeses so much because in SC2, a lot of cheeses cannot be reasonably answered by >95% of the people playing the game, even if they scout it, other than by resorting to BO poker (like going stargate against Terran and hoping they do 1/1/1) or by doing their own cheese which hits earlier. You need to be able to micro at a fairly high level to beat some extremely simple 1a cheeses, and on top of that, the cheeser probably has tons and tons and tons of practice microing his cheese because he does it every game, while you have very little because you only face it one game out of 25, if that.
The prime example is proxy gates in the Protoss mirror. Suck at zealot vs. zealot micro? You can't beat it. Sorry. This particular skill is also almost never relevant in standard PvP games either, further increasing the chance that your opponent will not be able to answer.
Another example, >90% of Protoss players cannot 1 gate FE and beat 1/1/1. They just can't. You need a fairly high amount of APM to be able to beat it and if you don't have it nothing you do will work, other than guessing they're doing it at the game start and actually making a stargate.
Marine/SCV allin is another serious offender as beating it either requires guessing it's coming way before it's reasonable to scout it, or by executing a high level of micro. You must be able to kite with your stalkers while flanking their marines with your probes, (microing two disparate groups of units at the same time is not easy) and while you're doing this you have to make sure your gateways are still pumping units AND you don't supply block. The Terran just has to attack move his stuff, if you're below a certain level of APM nothing you do will ever work other than guessing it's coming way in advance so you can have enough sentries to perma-FF your ramp.
Zerg also has serious problems with this against Protoss and 6-gate, microing slow roaches against the allin is hard and if you can't do it extremely well absolutely nothing you do will ever let you win games, other than counter-cheesing with a cheese that hits earlier, like 1-base crap or roach/ling allin.
The fact that blind 6 pooling EVERY SINGLE GAME, like more than one person has demonstrated on this board, will get you to grandmaster is why people hate cheese so much. It's far too difficult to deal with if you're not in the top 1-2% of the playerbase, and success against it is highly random.
|
On April 27 2012 23:39 oMNY.SEA wrote:Show nested quote +On April 27 2012 19:50 Forbidden17 wrote:On April 27 2012 19:04 Wurstbrot wrote: Why people make all these threads about these allins?! They make the ladder a terrible experience. because it makes you better as a player, a lot of people just fail to see it Honestly, this is the most amusing thing ever. I cant believe several people will sit here and constantly defend this guide. We know the build will win on ladder 8 games out of 10 for a -little while- (if it gets popular at all, it wont take protoss long to adjust their scouting/reaction). It barely gives you any decent practice so dont pretend it does, it gives minor micro training at best. So like i said before, people using this build arent really getting any better while they train their opponents to defeat their pathetic cheeses. I cant believe anyone using this build on ladder is playing the game for anything more than a few laughs, and playing a build like this will certainly NOT help much in making you a better player so please dont listen to the quoted poster if you are just starting out with sc2.
You have no idea what you're talking about. Builds like this are far and away the best builds for newer players to learn because they rely on a really sharp timing; missing a marine, an scv, or a supply depot means your build is 50x worse than if you had played correctly. Besides, the whole game REVOLVES around cheese, if cheese didn't exist the game would be terrible. If you play too greedy and misread what your opponent is doing you deserve to lose, period. People just need a reason to bitch and moan about their losses.
With that being said, calling it a metagame revolution is definitely going too far. It's a good cheese build that punishes people that play greedy and gate scout/cyber scout, not much more.
On May 01 2012 17:53 Xequecal wrote:Show nested quote +On May 01 2012 04:50 Clarity_nl wrote: But why does everyone have the attitude "if you practice an all-in you're awful and don't deserve to live" The ladder needs a ton of people who do all-ins otherwise people who play solid macro games won't actually learn to do the "solid" play. People hate cheeses so much because in SC2, a lot of cheeses cannot be reasonably answered by >95% of the people playing the game, even if they scout it, other than by resorting to BO poker (like going stargate against Terran and hoping they do 1/1/1) or by doing their own cheese which hits earlier. You need to be able to micro at a fairly high level to beat some extremely simple 1a cheeses, and on top of that, the cheeser probably has tons and tons and tons of practice microing his cheese because he does it every game, while you have very little because you only face it one game out of 25, if that. The prime example is proxy gates in the Protoss mirror. Suck at zealot vs. zealot micro? You can't beat it. Sorry. This particular skill is also almost never relevant in standard PvP games either, further increasing the chance that your opponent will not be able to answer. Another example, >90% of Protoss players cannot 1 gate FE and beat 1/1/1. They just can't. You need a fairly high amount of APM to be able to beat it and if you don't have it nothing you do will work, other than guessing they're doing it at the game start and actually making a stargate. Marine/SCV allin is another serious offender as beating it either requires guessing it's coming way before it's reasonable to scout it, or by executing a high level of micro. You must be able to kite with your stalkers while flanking their marines with your probes, (microing two disparate groups of units at the same time is not easy) and while you're doing this you have to make sure your gateways are still pumping units AND you don't supply block. The Terran just has to attack move his stuff, if you're below a certain level of APM nothing you do will ever work other than guessing it's coming way in advance so you can have enough sentries to perma-FF your ramp. Zerg also has serious problems with this against Protoss and 6-gate, microing slow roaches against the allin is hard and if you can't do it extremely well absolutely nothing you do will ever let you win games, other than counter-cheesing with a cheese that hits earlier, like 1-base crap or roach/ling allin. The fact that blind 6 pooling EVERY SINGLE GAME, like more than one person has demonstrated on this board, will get you to grandmaster is why people hate cheese so much. It's far too difficult to deal with if you're not in the top 1-2% of the playerbase, and success against it is highly random.
If you aren't good enough to beat it you deserve to lose to it. Barring 6 pool and that low-ground rax+supply depot all in, there are VERY few all-ins that people have any right to be whining about, you can scout and hold all of them if you use your brain. Whining about how bad people that cheese are (when every top player does it at least occasionally) is stupid. If they spent half as much time working on their micro and BOs as they do whining they'd be able to win a lot more consistently.
|
|
On May 01 2012 18:29 Skwid1g wrote: If you aren't good enough to beat it you deserve to lose to it. Barring 6 pool and that low-ground rax+supply depot all in, there are VERY few all-ins that people have any right to be whining about, you can scout and hold all of them if you use your brain. Whining about how bad people that cheese are (when every top player does it at least occasionally) is stupid. If they spent half as much time working on their micro and BOs as they do whining they'd be able to win a lot more consistently.
The point is beating a lot of these cheeses requires a massively higher skill level than it does to execute the cheese. Gold players can cheese and beat plat players every single time regardless of whether or not they are scouted because the plat players don't have the micro/APM required to mount an effective defense.
|
Screw all the haters.
Thank you TC for making a guide for 11/11 TvP. It's something to mix up my TvP, and maybe I can actually get a win once in awhile.
|
How is this any better than a 3rax supply drop all in? I'm assuming it hits fractionally earlier, but is getting there 10 seconds earlier better than having an extra rax worth of marines coming in?
Also, to all of the people posting the typical "ucantplaymacroQQurbad" - Why should he have to play a 30minute game if he can consistently beat opposing players in 6minutes? If the other person plays greedy, and you take a risk (doing an all in) the pay off is winning the game - ultimately all you've done is apply game winning pressure. If someone were to win a game in 30minutes, you would not cry foul claiming they shouldve played a 45minute game, so why should this be any different? Like with any strategy game, the best players are those who can play through the early,mid and late game with numerous different styles. This would characterise a very aggressive early game play, it's fully within the constraints of the game and should be respected for being so.
|
On May 01 2012 19:00 tsango wrote: How is this any better than a 3rax supply drop all in? I'm assuming it hits fractionally earlier, but is getting there 10 seconds earlier better than having an extra rax worth of marines coming in?
Also, to all of the people posting the typical "ucantplaymacroQQurbad" - Why should he have to play a 30minute game if he can consistently beat opposing players in 6minutes? If the other person plays greedy, and you take a risk (doing an all in) the pay off is winning the game - ultimately all you've done is apply game winning pressure. If someone were to win a game in 30minutes, you would not cry foul claiming they shouldve played a 45minute game, so why should this be any different? Like with any strategy game, the best players are those who can play through the early,mid and late game with numerous different styles. This would characterise a very aggressive early game play, it's fully within the constraints of the game and should be respected for being so.
It's harder to scout. If you do the supply-drop allin you can't drop the extra raxes until the scout probe has been killed or chased out, and that delays you significantly. (Or you could do the low ground depot+rax wall, but that makes your intention blatantly obvious) This rush looks exactly like a 1 rax gasless FE except for the lowered SCV count, which most players won't take note of.
|
I haven't read the thread so this is probably redundant but... if the protoss is any good, he should realise the barracks at your wall is delayed and go for 3gate instead of FE.
|
lol there is a big difference between cheese and an all-in and this is as all in as you get. all-ins are only good for catching people by surprise. you wont beat anyone using an all in if they think that its coming.
|
no the barracks at your wall is normal. 12 rax. the only thing that is different is 2ns supply timing sometimes
|
On May 01 2012 20:09 AeroEffect wrote: lol there is a big difference between cheese and an all-in and this is as all in as you get. all-ins are only good for catching people by surprise. you wont beat anyone using an all in if they think that its coming.
Do you even know what cheese means?..
|
On May 02 2012 04:08 Genome852 wrote:Show nested quote +On May 01 2012 20:09 AeroEffect wrote: lol there is a big difference between cheese and an all-in and this is as all in as you get. all-ins are only good for catching people by surprise. you wont beat anyone using an all in if they think that its coming. Do you even know what cheese means?..
It's a tactic that relies on secrecy, and if revealed usually fails. Like this baddie-bomtastic-build. Sorry to burst your bubble, big boy.
|
On May 01 2012 20:09 AeroEffect wrote: lol there is a big difference between cheese and an all-in and this is as all in as you get. all-ins are only good for catching people by surprise. you wont beat anyone using an all in if they think that its coming. I think you have your definitions completely backwards.... From liquipedia: Cheese: Cheese most often refers to an unexpected strategy that relies in large parts on lack of information and/or psychological impact on the opponent.
All-in: In StarCraft, a player is considered all-in when he executes a strategy, usually a large attack that commits all their units, that has no planned follow-up. If the strategy fails he will typically tap out, concede defeat and the game will end.
This is both a cheese, and an all-in, as it both relies on the opponent not finding the hidden 2nd barracks, as well as playing the metagame to trick the toss into believing it is a 1 rax expand, and has very weak follow-ups if it fails. You can beat people with all-ins if they know its coming. Cheese is only good for catching people by surprise.
|
Definitely can punish greed and catch tosses off-guard....but so can a 4-gate. It's a decent marine-scv-allin but it's definitely stoppable and scoutable.
|
I wonder why he puts so many replays of before the patch where barracks build time was increased. Majority of the replays are before the current patch and the ones that are 1.4.3 are mostly on Shakuras (a map where that shrub area should always be checked). If you want to have fun winning some games I guess you can do this build, but it is far from the ultimate allin (which will always be the 1/1/1 with all its variations).
Also any protoss should know that a marine pops out earliest at 3:10, so any marine before that is very suspicious.
|
|
On May 01 2012 04:49 Amoment wrote: Its not that Terran is OP already, but this guide is the biggest garbage I´ve ever seen, sorry to say, very nice guide you have there, but you won´t be a better player with this.
You might learn some micro, but you don´t learn any macro. Teaching cheese is exactly the wrong way. I am glad that you quit SC2. how are you not improving at the game when you are adapting to weaknesses in your opponents build?
|
On May 02 2012 04:28 Thylacine wrote:Show nested quote +On May 02 2012 04:08 Genome852 wrote:On May 01 2012 20:09 AeroEffect wrote: lol there is a big difference between cheese and an all-in and this is as all in as you get. all-ins are only good for catching people by surprise. you wont beat anyone using an all in if they think that its coming. Do you even know what cheese means?.. It's a tactic that relies on secrecy, and if revealed usually fails. Like this baddie-bomtastic-build. Sorry to burst your bubble, big boy. I know that... the person I quoted had his definitions mixed up.
"lol there is a big difference between cheese and an all-in... all-ins are only good for catching people by surprise"
|
there is nothing wrong with an all in. it is a strategy that exploits an opponents weakness. you never do a strategy unless u know it will work. in this case the weakness is a lack of scouting.
|
So is 1 Gate expand considered "greedy" by Terrans? This build is extremely hard to hold (indeed any SCV pull early game is really hard to hold) even when scouted, because your tech is late. Keep in mind, Protoss don't have a reactionary "oh shit" building like Bunkers or the ability to repair a wall.
|
On May 02 2012 20:19 clownfish wrote:Show nested quote +On May 01 2012 04:49 Amoment wrote: Its not that Terran is OP already, but this guide is the biggest garbage I´ve ever seen, sorry to say, very nice guide you have there, but you won´t be a better player with this.
You might learn some micro, but you don´t learn any macro. Teaching cheese is exactly the wrong way. I am glad that you quit SC2. how are you not improving at the game when you are adapting to weaknesses in your opponents build?
Weakness??? This is a totally blind build. When you use this, you don't care a shit about what your opponent is doing.
|
On April 28 2012 14:38 Yoshi Kirishima wrote: All-ins are part of the game
If your opponents focus too much on lategame playing the "real way", then if you are a serious player (and assuming you're not an idiot), you will take advantage of that by all-in'ing or cheesing. How can you not understand this?
By training opponents to learn how to deal with this, it makes them better players as well. As the one performing it, you get a nice cheese you can throw out once in a while, especially if you expect him to be going nexus first or such.
Playing the "real way" isnt necessarily playing always with the "lategame" in mind, its simply playing safely to rely on your skills rather than a huge risk to reward scale. Some risk to reward is fine also, why do you think i promote the idea of trying the Alive/Brown version.. with the expo. And yes, training to be able to beat this stuff is great, because people still use it and all sorts of other cheeses - being able to throw it out isnt that great, especially in terms of long term training benefits its much better for a newer player to be practicing macro fundamentals and a standard build order (even if its just for instance 3rax to start). And in terms of having cheese up your sleeve thats fine, but seriously.. you could atleast give yourself a leg to stand on by doing the expo version (sure, this build has high win ratio now but wait till its been around the block a few times). And there are other fine one base plays and all ins that are excellent to have up your sleeve. In TvP i myself used Iechoics Hellion drop into 2Port Banshee for quite awhile to quite good effect, the difference being that it atleast teaches you to properly max out a one base economy while scouting and reacting to your opponent.
|
For everyone complaining about it being mislabeled as a meta game revolution, maybe you don't quite understand. If by reading this guide a certain percentage of Terrans on the ladder begin to use this build with great frequency Protoss in general as a race will have to start playing less greedy. The meta game for P is EXTREME greed because of the strength of getting warpgate JUST in time to start warping reinforcments against pressure builds like 2 rax. Just the potential of an earlier timing attack by T will eventually shift the meta game towards a more defensive protoss early game.
Most people her are thinking far to much about the specific (garnering quick wins) but not about the general (forcing P as a race to change their early game mindset). Sure if you knonw this build is coming then you have a much higher chance of defending it, lowering the tangible win rate of a T using the build. But the real cost is seen when P are worrying about this build and delaying expanisions, upgrades, or other hits to their macro when the build isn't coming. Sometimes it is the threat of a build, not the build it self that changes the meta game.
|
On May 04 2012 00:39 krylon wrote: For everyone complaining about it being mislabeled as a meta game revolution, maybe you don't quite understand. If by reading this guide a certain percentage of Terrans on the ladder begin to use this build with great frequency Protoss in general as a race will have to start playing less greedy. The meta game for P is EXTREME greed because of the strength of getting warpgate JUST in time to start warping reinforcments against pressure builds like 2 rax. Just the potential of an earlier timing attack by T will eventually shift the meta game towards a more defensive protoss early game.
Most people her are thinking far to much about the specific (garnering quick wins) but not about the general (forcing P as a race to change their early game mindset). Sure if you knonw this build is coming then you have a much higher chance of defending it, lowering the tangible win rate of a T using the build. But the real cost is seen when P are worrying about this build and delaying expanisions, upgrades, or other hits to their macro when the build isn't coming. Sometimes it is the threat of a build, not the build it self that changes the meta game.
Oh yeah extreme greed its not like we are doing 3 nexuses before additional production building and hold fine with it right ?
|
On May 04 2012 00:57 YosHGo wrote:Show nested quote +On May 04 2012 00:39 krylon wrote: For everyone complaining about it being mislabeled as a meta game revolution, maybe you don't quite understand. If by reading this guide a certain percentage of Terrans on the ladder begin to use this build with great frequency Protoss in general as a race will have to start playing less greedy. The meta game for P is EXTREME greed because of the strength of getting warpgate JUST in time to start warping reinforcments against pressure builds like 2 rax. Just the potential of an earlier timing attack by T will eventually shift the meta game towards a more defensive protoss early game.
Most people her are thinking far to much about the specific (garnering quick wins) but not about the general (forcing P as a race to change their early game mindset). Sure if you knonw this build is coming then you have a much higher chance of defending it, lowering the tangible win rate of a T using the build. But the real cost is seen when P are worrying about this build and delaying expanisions, upgrades, or other hits to their macro when the build isn't coming. Sometimes it is the threat of a build, not the build it self that changes the meta game. Oh yeah extreme greed its not like we are doing 3 nexuses before additional production building and hold fine with it right ?
Useless statement. The guy who you tried to mock basically just won the thread and the argument against yourself and the low leaguers. The concept of a build occuring is what shapes a matchup. Scout timings, build orders and responses are all tailored to the fact that these types of builds exist.
If your intent is to get up that 2nd nexus you simply shouldn't auto win if someone pot commits themselves to attacking you at that point. There isn't a cheese in starcraft that can kill a well prepared macro-oriented player. Think about for example, the stupid 3-move checkmate in Chess. In SC2, moving pieces isn't accomplished just by thinking, that's why this game is an E-SPORT. You will have to earn a win if a player has a crisp timing dedicated to killing your specific build. That's what makes holding cheeses so exciting on the ladder.
The first time you hold a powerfully executed protoss 3 gate void for example, you will truly feel proud of yourself. That, to me is one of the most awesome experiences in my SC2 history: defeating all ins with superior awareness and management, while the other player is simply relying on your failure.
It's a good guide, and a good contribution and should not be dismissed because it is a "cheese" build.
|
This guide is just in time for the changes that come with the next patch. I guess cheese nowadays is the only reliable option to beat toss and zerg. Good guide, I stopped playing forever today because of Blizzards decision to remove terran players from the game for good, but its nice to know that there are still some terrans that try to adapt their game to the screaming imbalance that is toss. However, seeing how things are progressing, this build will soon be outdated cause Blizzard plan for next patch to make barracks build time 120 secs and requiring engi bay.
|
On May 04 2012 01:59 sieksdekciw wrote: This guide is just in time for the changes that come with the next patch. I guess cheese nowadays is the only reliable option to beat toss and zerg. Good guide, I stopped playing forever today because of Blizzards decision to remove terran players from the game for good, but its nice to know that there are still some terrans that try to adapt their game to the screaming imbalance that is toss. However, seeing how things are progressing, this build will soon be outdated cause Blizzard plan for next patch to make barracks build time 120 secs and requiring engi bay.
Hahaha. I didn't yet read about Blizzard taking out Terrans from the game. Link please?
|
In my experience, you can do a similar build which is not all-in and is even harder to scout, by going 12/14 rax and only pulling half your SCvs with the attack. That way, you never have to cut SCVs.
|
On May 04 2012 01:59 sieksdekciw wrote: This guide is just in time for the changes that come with the next patch. I guess cheese nowadays is the only reliable option to beat toss and zerg. Good guide, I stopped playing forever today because of Blizzards decision to remove terran players from the game for good, but its nice to know that there are still some terrans that try to adapt their game to the screaming imbalance that is toss. However, seeing how things are progressing, this build will soon be outdated cause Blizzard plan for next patch to make barracks build time 120 secs and requiring engi bay.
I think it effectively removes terran QQ's players cuz my terran master friend is smashing face right now without any cheese and doesnt feel these new changes will do that much
|
On May 04 2012 02:18 Severedevil wrote: In my experience, you can do a similar build which is not all-in and is even harder to scout, by going 12/14 rax and only pulling half your SCvs with the attack. That way, you never have to cut SCVs.
Isn't half of your scv.s all in. I don't see how you could go back to normal game after loosing that much.
|
Educate me, I do Stalker sentry sentry opener off a 13 gate and expand at about 28-30... Is this build a threat?
|
On May 04 2012 02:25 SuperYo1000 wrote:Show nested quote +On May 04 2012 01:59 sieksdekciw wrote: This guide is just in time for the changes that come with the next patch. I guess cheese nowadays is the only reliable option to beat toss and zerg. Good guide, I stopped playing forever today because of Blizzards decision to remove terran players from the game for good, but its nice to know that there are still some terrans that try to adapt their game to the screaming imbalance that is toss. However, seeing how things are progressing, this build will soon be outdated cause Blizzard plan for next patch to make barracks build time 120 secs and requiring engi bay. I think it effectively removes terran QQ's players cuz my terran master friend is smashing face right now without any cheese and doesnt feel these new changes will do that much I have 2 master terran accounts, both in EU, not in NA, which is kinda different. And I feel that the game is heavily imbalanced in favor of zerg and toss.
|
On May 04 2012 02:58 sieksdekciw wrote:Show nested quote +On May 04 2012 02:25 SuperYo1000 wrote:On May 04 2012 01:59 sieksdekciw wrote: This guide is just in time for the changes that come with the next patch. I guess cheese nowadays is the only reliable option to beat toss and zerg. Good guide, I stopped playing forever today because of Blizzards decision to remove terran players from the game for good, but its nice to know that there are still some terrans that try to adapt their game to the screaming imbalance that is toss. However, seeing how things are progressing, this build will soon be outdated cause Blizzard plan for next patch to make barracks build time 120 secs and requiring engi bay. I think it effectively removes terran QQ's players cuz my terran master friend is smashing face right now without any cheese and doesnt feel these new changes will do that much I have 2 master terran accounts, both in EU, not in NA, which is kinda different. And I feel that the game is heavily imbalanced in favor of zerg and toss.
I feel like less QQ would be good for you. If you have stopped playing forever maybe you could stop posting forever too, if that is your mindset :/
Anyway, this build looks hugely annoying, gonna have to start checking my proxy locations again in PvT
|
On May 04 2012 00:57 YosHGo wrote:Show nested quote +On May 04 2012 00:39 krylon wrote: For everyone complaining about it being mislabeled as a meta game revolution, maybe you don't quite understand. If by reading this guide a certain percentage of Terrans on the ladder begin to use this build with great frequency Protoss in general as a race will have to start playing less greedy. The meta game for P is EXTREME greed because of the strength of getting warpgate JUST in time to start warping reinforcments against pressure builds like 2 rax. Just the potential of an earlier timing attack by T will eventually shift the meta game towards a more defensive protoss early game.
Most people her are thinking far to much about the specific (garnering quick wins) but not about the general (forcing P as a race to change their early game mindset). Sure if you knonw this build is coming then you have a much higher chance of defending it, lowering the tangible win rate of a T using the build. But the real cost is seen when P are worrying about this build and delaying expanisions, upgrades, or other hits to their macro when the build isn't coming. Sometimes it is the threat of a build, not the build it self that changes the meta game. Oh yeah extreme greed its not like we are doing 3 nexuses before additional production building and hold fine with it right ?
Again, you fail to understand the concept of playing within a marginal and statistical advantage and applying the general to the specific rather than the other way around. No of course no one is going three nex before gate. However, this is obviously a statistical extreme and truly warrants almost no discussion. Realistic builds which provide a smaller margin of advantage but also lower the margin of risk such as nex first, 1 gate FE with chronoed probes instead of gateway units or warp gate, one of these new forge builds will all be affected and have their utility diminished because of the risk of this 11/11 proxy build. The fact that you can only think about Starcraft on a game by game basis hurts your analysis of the game and makes your contribution to the discussion fairly pointless.
edit: spelled analysis wrong
|
On May 04 2012 01:59 sieksdekciw wrote: This guide is just in time for the changes that come with the next patch. I guess cheese nowadays is the only reliable option to beat toss and zerg. Good guide, I stopped playing forever today because of Blizzards decision to remove terran players from the game for good, but its nice to know that there are still some terrans that try to adapt their game to the screaming imbalance that is toss. However, seeing how things are progressing, this build will soon be outdated cause Blizzard plan for next patch to make barracks build time 120 secs and requiring engi bay.
Can we get a link for that please?
|
Toss here, I don't understand the necessity of walling the probe in. The simplest thing to do if your probe is walled in is to count scvs. With a standard 15/16 OC, there should be at most 2 single miner patches (1 scout, 1 builder, with this build there are about 3 less scvs and 1 out on the map, so thats about 4 single miner patches). So by walling in the probe, you invite the toss to count your scvs and deduce your build. If you just let them take a circuit and run out (since the gas count if the first thing to check), they may not do this, instead concentrating on dodging the marine. If you wall the probe in, you reveal your build immediately, whereas if the probe spots it as it moves out, it drastically cuts down the reaction time available to the protoss (especially if seen from a xel naga tower as opposed to just outside the terran's natural). After guessing the build, its a second gate/ forge and a wall off for an almost guaranteed win.
|
On May 04 2012 03:31 krylon wrote:Show nested quote +On May 04 2012 01:59 sieksdekciw wrote: This guide is just in time for the changes that come with the next patch. I guess cheese nowadays is the only reliable option to beat toss and zerg. Good guide, I stopped playing forever today because of Blizzards decision to remove terran players from the game for good, but its nice to know that there are still some terrans that try to adapt their game to the screaming imbalance that is toss. However, seeing how things are progressing, this build will soon be outdated cause Blizzard plan for next patch to make barracks build time 120 secs and requiring engi bay. Can we get a link for that please? It's all over TL recently:
Here are the threads: http://www.teamliquid.net/forum/viewmessage.php?topic_id=332618 http://www.teamliquid.net/forum/viewmessage.php?topic_id=334423
The next patch info is scientifically inferred studying trends in previous patches.
|
On May 04 2012 02:35 zezamer wrote:Show nested quote +On May 04 2012 02:18 Severedevil wrote: In my experience, you can do a similar build which is not all-in and is even harder to scout, by going 12/14 rax and only pulling half your SCvs with the attack. That way, you never have to cut SCVs. Isn't half of your scv.s all in. I don't see how you could go back to normal game after loosing that much. You have to do damage, but you don't have to break the opponent. Especially if you don't lose all your attacking units.
|
On May 04 2012 04:38 sieksdekciw wrote:Show nested quote +On May 04 2012 03:31 krylon wrote:On May 04 2012 01:59 sieksdekciw wrote: This guide is just in time for the changes that come with the next patch. I guess cheese nowadays is the only reliable option to beat toss and zerg. Good guide, I stopped playing forever today because of Blizzards decision to remove terran players from the game for good, but its nice to know that there are still some terrans that try to adapt their game to the screaming imbalance that is toss. However, seeing how things are progressing, this build will soon be outdated cause Blizzard plan for next patch to make barracks build time 120 secs and requiring engi bay. Can we get a link for that please? It's all over TL recently: Here are the threads: http://www.teamliquid.net/forum/viewmessage.php?topic_id=332618http://www.teamliquid.net/forum/viewmessage.php?topic_id=334423The next patch info is scientifically inferred studying trends in previous patches.
Sorry, but at quick glances of OPs on those threads I see nothing about the aformentioned nerfs to barracks build time and engi before barracks. Am i retarded and mis read some heavy sarcasm or are these mentioned elsewhere? The indications I saw were that T is in a good place and everyone else is fairly good too nad very slight tweaks need to be made.
edit: furthermore I don't see any of the builds being game breaking in anyway at all...
|
On May 04 2012 05:22 krylon wrote:Show nested quote +On May 04 2012 04:38 sieksdekciw wrote:On May 04 2012 03:31 krylon wrote:On May 04 2012 01:59 sieksdekciw wrote: This guide is just in time for the changes that come with the next patch. I guess cheese nowadays is the only reliable option to beat toss and zerg. Good guide, I stopped playing forever today because of Blizzards decision to remove terran players from the game for good, but its nice to know that there are still some terrans that try to adapt their game to the screaming imbalance that is toss. However, seeing how things are progressing, this build will soon be outdated cause Blizzard plan for next patch to make barracks build time 120 secs and requiring engi bay. Can we get a link for that please? It's all over TL recently: Here are the threads: http://www.teamliquid.net/forum/viewmessage.php?topic_id=332618http://www.teamliquid.net/forum/viewmessage.php?topic_id=334423The next patch info is scientifically inferred studying trends in previous patches. Sorry, but at quick glances of OPs on those threads I see nothing about the aformentioned nerfs to barracks build time and engi before barracks. Am i retarded and mis read some heavy sarcasm or are these mentioned elsewhere? The indications I saw were that T is in a good place and everyone else is fairly good too nad very slight tweaks need to be made. edit: furthermore I don't see any of the builds being game breaking in anyway at all...
Hes whining and his tissue is sarcasm
|
On May 04 2012 05:48 chestnutcc wrote:
Hes whining and his tissue is sarcasm
I actually lol'ed. Thanks for the clarification. In terms of the actual nerfs, if you can call them that, I mean come one. These are game changes that at absolute worst affect the highest level of play SLIGHTLY.
|
On May 04 2012 04:11 chestnutcc wrote: Toss here, I don't understand the necessity of walling the probe in. The simplest thing to do if your probe is walled in is to count scvs. With a standard 15/16 OC, there should be at most 2 single miner patches (1 scout, 1 builder, with this build there are about 3 less scvs and 1 out on the map, so thats about 4 single miner patches). So by walling in the probe, you invite the toss to count your scvs and deduce your build. If you just let them take a circuit and run out (since the gas count if the first thing to check), they may not do this, instead concentrating on dodging the marine. If you wall the probe in, you reveal your build immediately, whereas if the probe spots it as it moves out, it drastically cuts down the reaction time available to the protoss (especially if seen from a xel naga tower as opposed to just outside the terran's natural). After guessing the build, its a second gate/ forge and a wall off for an almost guaranteed win.
This is the reason i have a problem with this goddamn guide. And yes, all of you arguing that this is a "Metagame Revolution" can all rest in peace knowing you are correct, this will indeed force protoss to count SCV's on their first scout. (Holy SHIT!)
(Queue the post in TL Strategy SC2 detailing the revolutionary way we can use CC load up to hide our SCV count, further allowing us to pull off another stupid cheese until protoss realises they can arrive earlier and stay in the terran base until the marine pops to check if OC is delayed.)
The quoted poster has basically highlighted the exact reason why this guide is a waste of space on TL, its a random cheese that will last as long as it takes people to make a tiny change in the way they play and then it will be an auto-loss against anybody even half decent. The OP obviously didnt think of the quoted posters theorycraft when he was mapping out how the metagame would swing massively upon the world receiving his build, and all of you people talking about how this may be a good build for a tournament should just consider for a second exactly what the quoted poster said and what this means in terms of going up against a decent player. Even for a mediocre player, its not difficult to teach yourself to count SCVs, its just something that needs to be practiced for a day. So when your in the loading screen of the tournament match will you really want to throw out a build that is a risk even without the opponent scouting properly, and an auto-loss when they do? You are basically banking on them never having learnt the benefits of worker counting. Now, the reason i get so pissed off is because with a little bit of time, effort and most importantly - devotion to SC2 (which the OPer obviously doesnt have) this could be a brilliant guide on how to execute Alive/Browns NoGas Fake > 2Rax Bunkers > Expo, a build that actually has potential staying power and could be a decent tool in our terran toolboxes for -good time to come-, not just for the next two weeks until we single handedly make protoss players more thorough at scouting. Seriously guys, what the hell..
|
Aye, you're missing several SCVs due to cutting and proxying, which is rather noticeable. However, you can perform the same core build (1 rax + 1 proxy rax --> marine/SCV all-in) without cutting SCVs, which shows the Protoss only one fewer worker than he should expect. Not an easy difference to perceive.
If you don't cut SCVs, you get fewer marines but more workers and minerals... and you can abort the attack for more standard play with minimal economic losses if the Protoss is clearly ready for it. (Say, if he took only one gas and is heavily chronoboosting his gateway.) If it remains hidden, the proxied barracks make a brilliant scout, either by building a marine and sneaking it in, or by floating.
Alternatively, I think the in-base 2 rax no gas FE has potential. By delaying your CC ~200 minerals (cost of a barracks + cost of lost mining time) you force the Protoss not to open too greedy, or you can bumrush him with marine/SCV. (You're sure to kill his scout before he knows if you've built more than three marines.)
|
On May 05 2012 07:34 Severedevil wrote: Aye, you're missing several SCVs due to cutting and proxying, which is rather noticeable. However, you can perform the same core build (1 rax + 1 proxy rax --> marine/SCV all-in) without cutting SCVs, which shows the Protoss only one fewer worker than he should expect. Not an easy difference to perceive.
If you don't cut SCVs, you get fewer marines but more workers and minerals... and you can abort the attack for more standard play with minimal economic losses if the Protoss is clearly ready for it. (Say, if he took only one gas and is heavily chronoboosting his gateway.) If it remains hidden, the proxied barracks make a brilliant scout, either by building a marine and sneaking it in, or by floating.
Alternatively, I think the in-base 2 rax no gas FE has potential. By delaying your CC ~200 minerals (cost of a barracks + cost of lost mining time) you force the Protoss not to open too greedy, or you can bumrush him with marine/SCV. (You're sure to kill his scout before he knows if you've built more than three marines.)
This is pretty interesting. I agree that a similar but slower and more normal looking SCV/marine attack can be much more effective at higher levels.
|
I'm a 1000+ master terran. I've been using this build since GSL2, MVP v Squirtle. I've also picked up a few tricks from Ganzi and Boxer. Here are my thoughts/tips
The only way to 11-11 is to proxy the raxx. I need marine reinforcements to arrive as quickly as possible to the protoss main.
The depot on 10 is built as close to the mineral line as possible, squeezing in just a few seconds more mining time.
It does not matter what the probe sees. 11-11 is a game of micro v micro. If I waste minerals or mining time trying to kill/block the probe, my attack will come too late.
@50-66% orbital command, I pull 8-9 probes (including the pair that built the raxx). While they are in transit, my first marine and raxx SCV puts up a bunker at the top of the protoss main ramp. It does not matter if the bunker is not in range of pylons/gateways/cybercore. I position it so that zealots/probes are partially walled out and would have to funnel through a narrow choke to engage me.
It is good if a protoss pulls lots of probes to aid zealot #1, but a word of caution: if you let the probes mineral-walk into melee range, a surround on your marines will end the push. All you have to do is back off and fire a few times with your marines. Kite kite kite, and fire at the zealot/probes from the low ground, protect your bunker.
You should have 5 marines by the time stalker #1 pops out. Bunker #1 should be nearly complete. Bunker #2 is the one that you want to get in range of some crucial buildings.
Now it comes down to a game of "chicken" - your marines v his stalkers. The MVP v Squirtle (or MVP v Naniwa) games show how it is done. 11-11 is only as good as your marine control and sense of positioning. Build the 2nd bunker only after you have analyzed the protoss building placements carefully. If you find an open L shape created by a cybercore/gateway, you're in luck. The SCV will be protected from melee attacks and your marines should be distracting the stalker(s).
|
On April 26 2012 16:09 IamPryda wrote: lol high masters players can tell when a rax was made on a 11 which would never be done with a 1 rax exapnd...fail but congrats on cheeseing your way to high masters and atleast it was well written
I was watching MakaPrime stream the other day and he abused this fact when he met the same guy several times on ladder. Maka of course has a reputation for the proxy rax. In the first game he did a 1 rax FE building the rax on 11 and the toss assumed it was an 11/11. In the next game he did the same thing except this time he had the proxy rax and he won with the bunker rush.
So yes.. good players know that a rax went down on 11 but that does not make having a solid 11/11 build in your pocket in less useful..
|
i posted quite a few replays of me doing this build earlier and DOMINATING all races. but it seems to fail more than it succeeds. it is a good back pocket tool. but i dont reccomend it.
|
Definitely gonna throw this build into my tournament playbook. Nice surprise in Best of X series. Thanks for the guide!
|
|
|
|