Its probably going to be fixed and might cause Blizzard to change the way worker pathing works in a negative way. Anyways wouldn't it make early pools w/ workers pretty op vs wall-in? I dunno just seems really easily abusable but people have been finding new ways to abuse worker pathing forever.
[D] Neutral supply depot no longer necessity - Page 6
Forum Index > SC2 Maps & Custom Games |
Philo
United States337 Posts
Its probably going to be fixed and might cause Blizzard to change the way worker pathing works in a negative way. Anyways wouldn't it make early pools w/ workers pretty op vs wall-in? I dunno just seems really easily abusable but people have been finding new ways to abuse worker pathing forever. | ||
Crovea
Denmark100 Posts
Btw, vs hatch first, the better response is to put cannosn behind the mineral line, not block the ramp. | ||
azzu
Germany141 Posts
The problem is, when the protoss sees you attacking one pylon, he can quickly start to wall off behind that pylon again, thus nullifying your effort :/ | ||
Butteryllama
United States22 Posts
Forgive my ridiculous excitement during the video. Both the original poster and Milkyway are gods :D :D | ||
ECA.BruTATroN
United States282 Posts
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Taryssa
United States1628 Posts
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Glexarn
United States40 Posts
2 bunker wall: http://i.imgur.com/MRImA.jpg explanation of 2 bunker wall despite the apparent massive open space: http://i.imgur.com/5VWnj.jpg A neutral supply depot simply prevents this. On September 01 2011 08:00 emc wrote: not only that, but it also ruins the evo chamber and spine crawler wall off that allows drones/zerglings to get by but not hellions. irrelevant. by the time evo/spine wall off is built, you've destroyed the neutral depot with any attack-capable force (even as small as one zergling). | ||
ginto
United States13 Posts
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dbddbddb
Singapore969 Posts
could someone test if this would work against regular cannon rushes? as in the toss would be placing pylons behind the natural's minerals instead. against TvZ it would make sense since bunkers are 3x3 | ||
Shebuha
Canada1335 Posts
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Xaerkar
United States230 Posts
On September 01 2011 11:45 dbddbddb wrote: no protoss ever places 3 pylons at the bottom of the ramp ever since the double pylon was removed. Actually this is false, when a protoss forge fe against a hatch first zerg, the protoss will usually opt for cannon harass, and a wall off between main and natural with 3 pylons gives protoss a huge advantage. I'm not going to lie this sucks for protoss, since they lose out a lot of harassment capabilities now. Nobody bash me though because I don't actually play protoss =P | ||
Stropheum
United States1124 Posts
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McGuire72
Canada140 Posts
Neutral pylon is still a better option because it just takes away the option of the pylon wall and forces players to play fair. Still, it is nice to know for now. | ||
Chronopolis
Canada1484 Posts
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HEROwithNOlegacy
United States850 Posts
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Randomaccount#77123
United States5003 Posts
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blade55555
United States17423 Posts
On September 01 2011 13:02 Barrin wrote: I'm sorry, can you please elaborate? I don't really understand D: sry believe he's talking about gatored . this will kill WBC so much lol. | ||
SolidMustard
France1515 Posts
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iNfeRnaL
Germany1908 Posts
On September 01 2011 15:55 blade55555 wrote: believe he's talking about gatored . this will kill WBC so much lol. Gatored? WBC? 8[ | ||
KeksX
Germany3634 Posts
Just use the search function http://www.teamliquid.net/forum/search.php?q=pylon block First thread, first mention...It is mentioned so many other times ... Also: This has a pretty simple answer, at least if the zerg went hatch first: chronoboost 2 zealots quickly off one gate if you see that he is doing that kinda stuff. the minerals the zerg lost by killing the pylon will prevent him from making too much stuff, and the zealots will have an easy day with a maximum of 8 zerglings. However, I still think that these neutral buildings are unnecessary. The best answer to this is just paying attention to the probe. | ||
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