On April 25 2012 20:54 SwampFox808 wrote:
MKP has forward units scouting usually and I've seen him perfectly scan scout early gate pressures, to be safe you would have to scan both natural and main or the space inbetween and hope to get lucky. Or just send an scv or marine to the 3rd locations to scout if he dropped it or not and if he didnt than play safe and assume there might be a 2 base pressure build coming instead of blindly guessing that its a quick 3rd... And I have no clue about the exact timings but these pro gamers do and im sure if you really want to know you can look them up on liquipedia... 7 gate pressure is a coin flip for toss if they cant take out the terran with it they usually loose because they dont have space to tech up and gateway only against MMM sucks....
The point is that he didnt see the attack coming until it was at his doorstep when he was assuming it wasnt coming... this is deadly in any matchup
MKP has forward units scouting usually and I've seen him perfectly scan scout early gate pressures, to be safe you would have to scan both natural and main or the space inbetween and hope to get lucky. Or just send an scv or marine to the 3rd locations to scout if he dropped it or not and if he didnt than play safe and assume there might be a 2 base pressure build coming instead of blindly guessing that its a quick 3rd... And I have no clue about the exact timings but these pro gamers do and im sure if you really want to know you can look them up on liquipedia... 7 gate pressure is a coin flip for toss if they cant take out the terran with it they usually loose because they dont have space to tech up and gateway only against MMM sucks....
The point is that he didnt see the attack coming until it was at his doorstep when he was assuming it wasnt coming... this is deadly in any matchup
How is it that you can understand the 7 gate is a coinflip, but not understand that essentially every build is a coinflip. It wins against some, and loses against others. You can play super safe, but that is also a loss against greedy builds! There is no such thing as truly "safe", there are only advantages or disadvantages.
My point is that the dis/advantages are too harsh in this matchup for both races. It's too fatal. Z used to complain about this in ZvT, but mostly it's been hammered out and no one really dies that much. Look at the way T are able to handle 2 base Z busts, barely. That's good design.
As for MKP it's not always possible to sneak out another SCV 6m+ when there are stalkers camping your towers. Moving out with your marines, especially when you are preparing a build designed to deal with is really risky.
The issue isn't scouting. The issue is that you are forced to make a bet (you've taken a ton of geysers) and are waiting for 3 tanks for 9m+ timing. The side effect is that you die to other stuff. Ideally, this would be a game where proper execution meant that builds could survive multiple opposing builds without taking significant disadvantage. Unfortunately this just isn't true right now in SC2, and especially in TvP.
Also: the extra gates in a 7 gate take 1m to go up, and probably around 1m30s-2m to the required number of units being warped in. There's essentially no room there to make any adjustments for the opposing player. What do you expect there to be different in a reaction. If you didn't get so much gas, and had more rax + marines, you could potentially do bunkers, like the 6+ bunkers we've seen. Otherwise all you can really do that in that time is continue your build.