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PostPosted: Wed Aug 25, 2010 9:58 pm 
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I just got a cheap win. I had my probe get into his base on Scrapyard with the intention of hiding it so I could pop out and scout a bit later to see what he was up to.

Turns out he was going void ray rush. I slapped down a pylon in his base, built a force, built 1 cannon and warped in units and beat him.

Cheesy, and I hadn't intended to do that, but oh well.

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PostPosted: Wed Aug 25, 2010 11:36 pm 
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Dash wrote:
I just got a cheap win. I had my probe get into his base on Scrapyard with the intention of hiding it so I could pop out and scout a bit later to see what he was up to.

Turns out he was going void ray rush. I slapped down a pylon in his base, built a force, built 1 cannon and warped in units and beat him.

Cheesy, and I hadn't intended to do that, but oh well.


That's actually not that cheesy. A cannon rush is, because it's "all in" and if they respond well you're at a big disadvantage. It sounds like he didn't scout his own base and you left yourself some wiggle room.

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PostPosted: Thu Aug 26, 2010 6:48 am 
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I don't see how a rush when you're dropping a 3rd supply depot can be anything other than incredibly fast. That's with having every available SCV start mining as soon as it pops, including the one that built the barracks, and the barracks filling up its que as soon as it pops.

Even if you just built 1 depot, put the available minerals into the other 2, and cranked out marines twice as fast you'd still be lucky to have 3 out for that rush just because of the times to build the buildings and produce the units, and then they'd still be boned because you'd have no defense for the Marines; they'd just get killed by the rush. You might be able to finish it off with your SCVs but then your early economy would be in the shitter.

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PostPosted: Thu Aug 26, 2010 7:08 am 
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Diamondeye:

You start with 6/11 Supply and 50 Minerals. You immediately produce a Marine which puts you at 7/11 Supply and 0 Minerals, with 6 SCV's Gathering. It then takes 10 seconds produce 60 Minerals, which puts you at 8/11 Supply because you push your second SCV. In a standard build order, you produce that first Supply Depot at 8/11.

Now, you have a decision to make ...

Are you going Mass Reapers to Mass 3M? Are you going 1:1:1 to Vikings then Banshees with 3M Support? Depending on what you're doing, your actions might change. Most likely, though, you're producing your first Barracks at 10 or 11 Supply. Your second Supply Depot at 12 or 13 and your third in the 17-20 range. In the same period of time, any Macro Oriented Zerg is only going to have 4-6 Offensive Units (Zerglings) on the Ground.

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PostPosted: Thu Aug 26, 2010 7:23 am 
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I assume you mean you immediately make an SCV when you start.

In any case, you really don't ahve a decision to make. Your decision is already made; you HAVE TO have the barracks down first, then the depot, then get the rest of your ramp walled off ASAP. Otherwise if the enemy does rush its game over, and chances are fairly good he'll do precisely that. If your opponent is also terran you've got to also get a bunker or two at your mineral field in case he sends reapers.

There's no decision to be made until you have all that done and are going to either drop another command centar and fast expand, or go for mech and air sooner and expand a bit later.

If you don't do this those 4-6 Zerglings your opponent has will just rush, kill your one marine, start killing your SCVs, kill your second marine when he pops, and MAYBE if you're lucky you'll wipe them out with SCVs and get back to produicing without loosing a crippling number of them.

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PostPosted: Thu Aug 26, 2010 7:28 am 
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you should be using your barracks to wall, btw.

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PostPosted: Thu Aug 26, 2010 7:29 am 
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Diamondeye:

Unless I'm on Kulas Ravine or Lost Temple, I'm expanding at 15 Supply with Zerg. The only real question is whether I get an Extractor or Spawning Pool before I throw down 300 minerals on a second Hatchery.

10 Supply is probably the most natural point for a first Barracks, but 11 is pretty much Standard. Your Barracks starts going down as soon as your first Supply Depot finishes if you time it right.

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PostPosted: Thu Aug 26, 2010 7:39 am 
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That's not entirely true, DE. You do have some decisions to make before your barracks finishes, if you're thinking ahead. Namely, how early to drop one or two refineries. That'll have a big influence on your reaper timing.

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PostPosted: Thu Aug 26, 2010 10:53 am 
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Actually, I suspect the problems I'm seeing here with "play" result from a lack of constant scouting. Scouting, in point of fact, probably counts for the majority of APM from top players during build up sequences.

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PostPosted: Thu Aug 26, 2010 11:32 am 
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I don't see how scouting has anything to do with it. Ok, he's making zerglings and he's going to rush with them. I knew that anyhow.

Maybe it's the different level you play at Khross, but at my level the pattern is highly predictable. Zerg and Protoss players are going to hit you with a rush; the only question is exactly how many units they'll build. Terrans are going to go for a reaper attack.

The only time scouting would be of any real benefit before I can get Orbital Command is if my enemy is random.

I also don't see why I'd use the barracks to wall.. well, Ok, I sort of do, but it exposes the barracks to attacks and then I end up moving it to seal with depots eventually anyhow. I suppose on maps with a really wide ramp I might just have to anyhow, especially when I get (which I usually do) a partner who doesn't want to do anything but make buildings and workers and thinks the opposition is going to just let him do it.

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PostPosted: Thu Aug 26, 2010 11:44 am 
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Yeah the barracks and 2 supply depot wall is very effective to stop any sort of rush. In fact if you do the single player challenges, one of them is designed to teach you that wall off specifically to protect from an early rush. It's the expert one called "Opening Gambit".

SCVs can repair the buildings as needed and your marines get free shots vrs any melee, zealot/zerglings or at the very least they get the high ground advantage and sight advantages.

Scouting is eventually an essential tool to learn. Of course, you also need to be able to recognize what you're seeing. But I know what you mean about being predictable at lower levels.

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PostPosted: Thu Aug 26, 2010 11:54 am 
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By the way, what's this "bonus pool" about?

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PostPosted: Thu Aug 26, 2010 12:03 pm 
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It helps you rank up faster. The less games you play, the higher your bonus pool will build. Then if you go in & you win a game and it gives you +12, if you have points in your bonus pool, you'll match it and end up winning +24 from the game.

The more you play, the quicker your bonus pool depletes. This is how it was explained to me yesterday when I asked anyway. I could be wrong but I think I have it right.


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PostPosted: Thu Aug 26, 2010 12:13 pm 
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Diamondeye wrote:
I don't see how scouting has anything to do with it. Ok, he's making zerglings and he's going to rush with them. I knew that anyhow.
That's not necessarily true. In fact, I think you're confusing an opening Timing Attack with a Rush. There's a lot you can learn by Scouting instead of Turtling Up and waiting for your first Scan from an Orbital Command.

1. When did he build his Spawning Pool?

2. Has the Zerg player started another Hatchery?

3. What Mutation Chambers (Roach Warren, Spire, Hydralisk Den, Infestation Pit, Ultralisk Cavern, Baneling Nest) does he have on the table?

4. How many workers does he have on Gas? How many Active Gas harvesters does he have?
Diamondeye wrote:
Maybe it's the different level you play at Khross, but at my level the pattern is highly predictable. Zerg and Protoss players are going to hit you with a rush; the only question is exactly how many units they'll build. Terrans are going to go for a reaper attack.
Again, I think you're confusing a Rush with a Timing Attack. It's only truly a Rush if it has a high probability of catching you totally off guard and occurs before 20 Supply. Anything in the 20-30 Supply Range, even Mass Reapers, is a Timing Attack.
Diamondeye wrote:
The only time scouting would be of any real benefit before I can get Orbital Command is if my enemy is random.
This statement is categorically false. Is the Zerg going Speedlings or is he holding off for a Roach Rush or Baneling Bust? Is the Protoss player going 2 Gate with Cybernetics Core or 4 Gate Zealots? Where's the Proxy Pylon? Is the Protoss player going for early DT and a Warp Prism? Can you see the Observer if there are no upgrades to the Robotics Facility? These are all things you can learn with a Scout. You can see what Upgrades are being researched, what units are being produced, and you can be proactive rather than reactive.
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I also don't see why I'd use the barracks to wall.. well, Ok, I sort of do, but it exposes the barracks to attacks and then I end up moving it to seal with depots eventually anyhow. I suppose on maps with a really wide ramp I might just have to anyhow, especially when I get (which I usually do) a partner who doesn't want to do anything but make buildings and workers and thinks the opposition is going to just let him do it.
A wall probably won't matter until you can get Siege Tanks in 2v2. And if there's an All-In 5 Rax Reaper rush, all the time you spent on the front door is wasted. And, what the opponent is doing or planning is something good scouting gives up.

For example, I send out a Scout (Drone, Probe, or SCV) at 9 Minerals and another 15. Hopefully, it's the same Unit. If it's not, then it's still just a 50 Mineral Loss, which is more than offset by the information available.

Let's say my Scout gets to a Terran Base and I see the following.

1. I'm at 10 Supply. There's a Barracks and a Refinery going up in the Terran Base. He's going to be at 9 Supply, because he built a Supply Depot at 8 and used that same SCV to drop a Barracks immediately. The early gas tells me he's either going to do a Reaper Rush or a Marauder Rush.

2. At 15, my Scout sees 2 Refineries before he has Orbital Command? I know he's going 5 or 6 Rack Reaper that will transition into Mass Marine, Marauder, Med Vacs.

Or, if my Scout gets to a Protoss Base at 9 Supply, I'll see 1 Warp Gate. If I see a Forge, I know he's going Cannon Wall to Air. That Scout I'll hide and check again every 10-15 seconds to see what his second structure happens to be. Cybernetics Core means one of the following: Void Rays, Mass Stalkers, or Dark Templars.

At 15 Supply, I know even more, because the Second Gate will be down and the first Star Gate will be warping in if it's Void Rays.

After that, Scouting is done with Scans, Sacrificial Flying Units (Overlords, Overseers, or a Viking), and Observers.

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PostPosted: Thu Aug 26, 2010 12:49 pm 
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Diamondeye wrote:
By the way, what's this "bonus pool" about?


Yep what Uinan said. It's like rest XP in WoW.

I hate when Terrans turtle. Took me over 30 minutes to win a game I had won from 15 minutes in! What's the best protoss main base breaker? He had the typical seige tanks and MMM defending. I ended up just starving him out and blinked in with stalkers/colossus and a few Void Rays.

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PostPosted: Thu Aug 26, 2010 12:54 pm 
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Dashel:

Carriers and a Mother Ship for Breaking Turtles. Alternatively, if you can get Vision, Colossi with Improved Thermal Lance can range Siege Tanks.

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PostPosted: Thu Aug 26, 2010 1:39 pm 
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Khross wrote:
Diamondeye wrote:
I don't see how scouting has anything to do with it. Ok, he's making zerglings and he's going to rush with them. I knew that anyhow.
That's not necessarily true. In fact, I think you're confusing an opening Timing Attack with a Rush. There's a lot you can learn by Scouting instead of Turtling Up and waiting for your first Scan from an Orbital Command.

1. When did he build his Spawning Pool?

2. Has the Zerg player started another Hatchery?

3. What Mutation Chambers (Roach Warren, Spire, Hydralisk Den, Infestation Pit, Ultralisk Cavern, Baneling Nest) does he have on the table?


All nice, but really not terribly useful. None of this tells me anything I can really use. Ok, in theory I can figure out what he's going to make first and go for antiair or antiground but in reality I'm just wasting an SCV that could be harvesting, not to mention having to take time to control it. Countering what one guy does may or may not also counter his partner(s) and they may or may not even be coordinating with each other.

I also think you're under the misimpression that turtling is involved; I'm actually trying to expand as early as possible. I just have to make an assload of general purpose forces to keep the expansion.

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4. How many workers does he have on Gas? How many Active Gas harvesters does he have?


That's really irrelevant to me. I'm going to try to kill the harvesters regardless.

Diamondeye wrote:
Maybe it's the different level you play at Khross, but at my level the pattern is highly predictable. Zerg and Protoss players are going to hit you with a rush; the only question is exactly how many units they'll build. Terrans are going to go for a reaper attack.
Again, I think you're confusing a Rush with a Timing Attack. It's only truly a Rush if it has a high probability of catching you totally off guard and occurs before 20 Supply. Anything in the 20-30 Supply Range, even Mass Reapers, is a Timing Attack.[/quote]

Which really is irrelevant, since they're both exceedingly fast and essentially dictate your opening moves to prevent them. They're also virtual guarantees in the lower leagues. It doesn't matter what you call it; if your opponent is Terran you have to build defenses around your harvesters, if zerg or protess you have to plug your ramp. The point is that at this level, your opponent may be doing almost any kind of crazy-ass ****. He may have a ton of gas going because he's trying out a new race and thinks he needs more of it than he does.

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Diamondeye wrote:
The only time scouting would be of any real benefit before I can get Orbital Command is if my enemy is random.
This statement is categorically false. Is the Zerg going Speedlings or is he holding off for a Roach Rush or Baneling Bust? Is the Protoss player going 2 Gate with Cybernetics Core or 4 Gate Zealots? Where's the Proxy Pylon? Is the Protoss player going for early DT and a Warp Prism? Can you see the Observer if there are no upgrades to the Robotics Facility? These are all things you can learn with a Scout. You can see what Upgrades are being researched, what units are being produced, and you can be proactive rather than reactive.


If there was any actual use in knowing them, it might help. Proactive vs reative has nothing to do with it since my tactics are based on what I want to do, not what he's doing. I'm going to build up a force, go in, and punch out his expansion first, regardless of what he's building. I can only do things so fast, and wasting time screwing around controlling a scout is not useful. For example, if I'm doing Protoss I'm going to get a bunch of Zealots and Stalkers and defend myself and my expansions while getting a couple stargates up plus a fleet beacon, and then when I have a decent number of void rays with speed and upgrades, I go expansion hunting. By that time he's usually depleted a lot of minerals from his starting base and killing an expansion makes a lot of people quit.

Diamondeye wrote:
A wall probably won't matter until you can get Siege Tanks in 2v2. And if there's an All-In 5 Rax Reaper rush, all the time you spent on the front door is wasted. And, what the opponent is doing or planning is something good scouting gives up.


If you're playing a single opponent and he's terran then yes, no need for the wall. If you have any opponents that are not terrans then the wall is mandatory. Otherwise the marines you have early just can't stop.. well much of anything.

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For example, I send out a Scout (Drone, Probe, or SCV) at 9 Minerals and another 15. Hopefully, it's the same Unit. If it's not, then it's still just a 50 Mineral Loss, which is more than offset by the information available.


I don't know what you're doing with that information. Maybe you change your build order or something, but I don't have enough time to be doing all that, much less trying to come up with a new build order.

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Let's say my Scout gets to a Terran Base and I see the following.

1. I'm at 10 Supply. There's a Barracks and a Refinery going up in the Terran Base. He's going to be at 9 Supply, because he built a Supply Depot at 8 and used that same SCV to drop a Barracks immediately. The early gas tells me he's either going to do a Reaper Rush or a Marauder Rush.

2. At 15, my Scout sees 2 Refineries before he has Orbital Command? I know he's going 5 or 6 Rack Reaper that will transition into Mass Marine, Marauder, Med Vacs.

Or, if my Scout gets to a Protoss Base at 9 Supply, I'll see 1 Warp Gate. If I see a Forge, I know he's going Cannon Wall to Air. That Scout I'll hide and check again every 10-15 seconds to see what his second structure happens to be. Cybernetics Core means one of the following: Void Rays, Mass Stalkers, or Dark Templars.

At 15 Supply, I know even more, because the Second Gate will be down and the first Star Gate will be warping in if it's Void Rays.

After that, Scouting is done with Scans, Sacrificial Flying Units (Overlords, Overseers, or a Viking), and Observers.


None of this would tell me much of anything. Making void rays? Duh; A protoss player is going to do that every time. I have yet to see any protoss players do this "4 gate" thing; what I HAVE seen is them make some humongoues number of gates and never actually make more than a few token units. In fact I ahve a bad habit of getting partnered with these people and then they're screaming for help because they thought they had half an hour to just make buildings.

Same with a Terran; I honestly don't see what difference it makes if he goes for marines or banshees or what; either way I probably have to make some of everything because he may not be partnered with a Terran player. Ok, he's got a ton of air, but if his partner(s) have an assload of ground units I still need to make some siege tanks.

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PostPosted: Thu Aug 26, 2010 3:38 pm 
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...this topic reminds me as to why I will never be very good at SC2 multiplayer and that I should stick to the gimmicky custom maps lol

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PostPosted: Fri Aug 27, 2010 10:16 am 
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Damn, I just got whooped 4 times in a row need a break. My game is way off today!

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PostPosted: Fri Aug 27, 2010 10:34 am 
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Eh, I had an ok night last night. I went 3 and 2 in Platinum. I can't break into Diamond yet on my ranking account. And getting out of Bronze on my practice account is annoying, because so many people play low-scoring games.

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PostPosted: Fri Aug 27, 2010 11:43 am 
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How is it you're only in bronze on practice? Did you throw the games just to get in a lower league?

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PostPosted: Fri Aug 27, 2010 11:45 am 
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Diamondeye wrote:
How is it you're only in bronze on practice? Did you throw the games just to get in a lower league?
Well, I use that account to try different things which may or may not win. Even if I can outplay pretty much everyone in Bronze, a new or different or experimental build order can be problematic. There's also the fact that there are ton of 6 Rax or 6 Pool or 6 Forge All In Players in Bronze who make games slow, low scoring, and generally just obnoxious.

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PostPosted: Fri Aug 27, 2010 11:54 am 
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Ahh, welcome to my world!


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PostPosted: Fri Aug 27, 2010 11:55 am 
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Do you need to buy a new retail game to get a second account? I finally won one, against a terran turtle again. So frustrating. My game is still off though, bleh.

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PostPosted: Fri Aug 27, 2010 11:55 am 
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I win most of my games against all in players. The bigger problem in Bronze is the Terran Turtles. They simply take way too long to dismantle.

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Yeah, I have 3 copies.

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