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I have just encountered a rush from zerg that I think glitched.
Zerg is all standard until he makes a queen, rushes it to your base with 6 drones and about 8-10 zerglings. One drone makes a hatch and then cancels it quickly allowing creep. Queen builds a tumor there. While the tumor is spreading they start making 5-6 spine crawlers. Also preventing you from killing them as he has now spawned 20 zerglings by now.
Anyway to counter this as Terran as by the time I had more resources as him and was just got my 3rd barracks done by the time the spine crawlers destroyed my wall and 30+ zerglings just flooded in. Killing my 5 marines and 3 marauders that i had no choice but to micro and still lost. This happened at the 7 minute mark.
This little glitch is too quick for Terran as I said he had 5+ spine crawlers out and 18 zerglings protecting when I just got my 3rd barracks up and constantly have near 0 minerals Marcoing well. He had started his spine crawlers before the 5 minute mark. Seems like a very unfair glitch that grants a win just like Terran can not counter 4- gate zealot rush very well at all.
I have encountered this rush about 5 times today and every time I tried something different, but nothing seemed to work as I could not get the number of units I needed to destroy the spine crawlers and the zerglings. If I target the zerglings then the 5 spine crawlers spawn and I could not deal with that. Also because he doesn't have many drones anymore he doesn't have to make overlords. He just gives up a drone for a spine crawler and makes more zerglings. I hope the glitch is fixed because right now Terran can not beat it, because it's just to quick.
Replay: http://www.mediafire.com/?4yygmwknr3n
Any insight is helpful Thanks
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Even if she says shes on the pill, wrap that shit up anyway.
User was banned for this post
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For Z to pull drones and a queen across the map, then losing minerals canceling a hatchery, and then more drones throwing up crawlers, I don't see how he can have any sort of economy while doing this.
Replay?
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So in the time that it took to lumber the queen over, make 8-10 zerglings, have enough for another hatchery, make 20 zerglings all the while they have very few drones mining... and then also have the minerals for 5-6 spine crawlers, and all you have is 5 marines and 3 marauders?
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You didn't scout him to see if he was doing any funky shit like pulling 6 drones from his mineral line. If you saw this you wouldn't have spammed more raxes but made units instead ?
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On April 19 2010 02:10 Bac wrote: Even if she says shes on the pill, wrap that shit up anyway.
lolwut
on topic: Rep please? I cant imagine that the timing for this works out so that you dont have like 99 marauders by the time the spine crawlers pop.
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I wouldn't call that a glitch.
This obviously is an all-in. I would just put down 2 bunkers behind my wall and relocate my wall so that Marauders in bunkers can kill any spine crawler trying to hit that wall. Marauders in bunkers should have the same range as spine crawlers.
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Canada8029 Posts
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So after 7 minutes you got 5 marines and 3 marauders? I honestly don't think the spine crawlers are to blame here.
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I think what this demonstrates is that you can't just wall in, invest heavily in economy and tech, and expect to be safe regardless of what your opponent does in the early game.
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1) Are you platinum? 2) Needs 7 more replays. Try playing with a friend and practice specifically against this strategy.
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I had more building, but I was planning to wall myself in then push out after expo. I saw w/ a scv drones, but I figured he was quick expanding somewhere random where I wouldnt expect to look. Did not expect what he did because I never saw this build before so I was planning to tech up quick, expo and build up mmm w/ thor's and tanks.
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Well first of all your first barrack should be built at 11/11 atleast that's how most terrans do and instead of 3rd barrack factory will be nice and not suiciding all units will be nice as well and make extra depots if u have 500 minreals n you see ur depots are getttin attacked
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Problem 1 - You scouted way too late Problem 2- you ran right by his strange move and didn't seem to notice it. Problem 3 - Upon seeing him setup outside your base, you chose to continue pumping rax, i believe a Factory and a couple of hellions would have been far more beneficial or at the very least a reactor to start pumping mass rines. This would have been possible because you had a huge econ advantage and zerg had basically none. Also a bunker would of helped massively as well. Problem 4 - You should have harassed those lings constantly while those spines were being built. He didn't have enough of them there at that time to pose a real threat and didn't have enough econ to produce enough to keep up with you.
What happened was the zerg went with an all in. If you had reacted correctly, you would of handed z a loss easily. You simply chose the wrong tactic and did not adapt to the situation.
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It probably would have helped if you didn't have 3 marauders qued on each barracks.....
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You macro could have been a lot better as other posters have mentioned. The viability of this rush is definitely not proven by your replay.
However, I think the rush does abuse an unintended glitch: A canceled hatchery should not produce usable creep. It's clear that Blizzard wants to make creep a strategic part of SC2, with the inclusion of the overlord's vomit and queen creep tumors. The overlord's vomit is only accessible after lair tech, which suggests that blizzard realizes the potential imbalance of free-standing creep early in the game.
The canceled hatchery seems like an abusive way to place a creep tumor early in the game. It would only be useful for an all-in rush such as this, but it seems like it is an unintended mechanic when you consider the other creep generating abilities.
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On April 19 2010 02:33 Equaoh wrote: 1) Are you platinum? 2) Needs 7 more replays. Try playing with a friend and practice specifically against this strategy.
I think you only need 8 replays to call a strategy/unit imbalanced
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On April 19 2010 02:54 PiSan wrote: However, I think the rush does abuse an unintended glitch: A canceled hatchery should not produce usable creep. This had to be programmed specifically into the game. It couldn't happen by accident.
It costs 75 minerals, you need 300 minerals in the bank to do it, and you need a slow-moving, expensive queen present to cast a creep tumor. I don't think it's going to break the game any more than proxy pylons or bunker rushes.
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Why we even arguing this rush should be defended easily
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