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United Arab Emirates137 Posts
First Topic woo hoo!
I can defend a 6 pool when I know it's coming.
On bigger maps, if I scout him first and see early pool, I wall up and canon np.
If I scout him second I have less chance of holding it.
If I scout him last I die.
I also have a similar problem defending canon rush when I don't scout it until 2:40 because of unlucky scout.
Is there any ways other than what I've come up with below that better players might suggest.
10 gating against Zerg every game to deny possibility of 6/7 pool
or
sending out a probe straight away, or a 2nd slightly later to scout.
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Run your probes in circles for a while, try snipe a zergling - wait for your allies to help clear it up.
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you won't scout it in time to react, but you will come out on top more often then not with regards to scouting so its not in the zerg's favour. Just use some probes and wall off with a pylon. Not impossible by an means.
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I'm definitely not one to give an authoritative answer on this, so I'll let someone else do that haha
But, for whats it worth, I usually just send my scouting SCV a little earlier than usual to compensate for the massive distances (think new GSL maps) You will be at a minor economic disadvantage if you choose to scout early. It could save you the game though.
It would seem pretty unlikely that people will try to cheese you on such a large 4 player map.
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If you don't see him in second location prepare for a 6pool, then if he didn't 6pool make the best of however you varied your build.
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On March 26 2011 06:30 Pwnographics wrote: Run your probes in circles for a while, try snipe a zergling - wait for your allies to help clear it up. You are forever alone in a 1v1, no allies.
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Don't think he is talking about in team games.
He is saying on 4 player maps getting 6 pooled but scouting it last.
I was under the impression(I'm not a toss player except random screwing around at times) that if you send your probe out that you build your first pylon with you should have enough time to see the 6 pool and fully wall off your choke which should buy you time to get a zealot out and pull probes. At taht point you should be way ahead. You should probably be sending that probe out anyway to delay the early expand.
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Don't think me meant in 2v2 4 player maps, but 1v1 maps with 4 spawns.
I assume you send your first scout out after the first pylon?
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just send out another scout if hes not at the first base you scout and you should be able to react accordingly if you scout it second. theres no excuse if youve got 2 probes out on the field to not scout it.
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United Arab Emirates137 Posts
LOL these replies are MAD they are SPARTA!
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United Arab Emirates137 Posts
If I scout it last, I can make a wall before they get there but then they spam zerglings and chomp whatever buildings I have down and there is no time for canons and my poor zealot is running around like a dick chasing them lol and I know they are behind there computer with their willie in their hand laughing at my zealot.
What to doooooo
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On maps like metal / shattered where you can have close air spawn, send a probe to the corner of your base to scout his first overlord. Not 100% reliable since some players don't scout close air first (or just straight up don't scout), but I think it's fair to say 99.9% of them do; especially if they're 6pooling, they don't want to be drone scouting or not using their overlord to scout.
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United Arab Emirates137 Posts
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On March 26 2011 06:30 Pwnographics wrote: Run your probes in circles for a while, try snipe a zergling - wait for your allies to help clear it up. hahaha i really doubt the op was directed at team games.
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Lets assume for argument rights that you scout him last every time.
1) keep your cool. 2) Lings are low HP, with below decent micro you can hold a 6 pool off easily. 3) Your opponent has 6 drones. You are ahead, until you start losing probes, never hesitate to add walls.
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Wouldnt he have to scout you really early to pull of a good 6 pool on a 4 player map?
So if you see a really early scout, you should know its coming,
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On March 26 2011 06:54 Seide wrote: Wouldnt he have to scout you really early to pull of a good 6 pool on a 4 player map?
So if you see a really early scout, you should know its coming,
Overlords can scout a close-by-air position without you noticing it, except when you know the timing and send a probe in that direction. Theres also the possibility that zerg WOULD scout you last, but doesn´t need to anymore because he knows where you are, because you where not where he scouted beforehand.
But honestly, i have seen people defend 6pools with just the first zealot and probes... and when i play zerg and get 6pooled (or 7 with spinecrawler) , im usually able to fend it off with a 14 pool, so it shouldn´t be THAT hard.
If you really want to have some reaction time, send a probe at 6pool timing just in the way (or to a xelnaga, if the map works out that way, and then wall off completely if you see it coming.
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On March 26 2011 06:54 Seide wrote: Wouldnt he have to scout you really early to pull of a good 6 pool on a 4 player map?
So if you see a really early scout, you should know its coming,
a) Overlord close-air scout. b) No standard 9/12 probe scout timing? Cross-positions.
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6 pooling on a 4 spawn pos map is retarded, First of all on every map with close air distance spawn you should always send a worker to check for any overlord, you'll scout the close fairly fast after and i think that in cross the time zergling would take is so long that you'll have the time to wall in.
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the answer to this was mentioned by artosis in a recent GSL.
If you send your probe and you DON"T scout him in the first spot, then send another probe to the last spot while you are scouting the 2nd location.
You said yourself that if you scout him last and he 6 pools you die. So this method means you will scout him by the timing of the 2nd location at least.
this is an afterthought but if he isn't 6 pooling and you already have 2 probes out there you can try to sneak one in his base and hide to scout later.
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