Quote:
Originally Posted by strunks
I think this is too risky. As a protoss, even when I decide to go standard 9 scout, 13 gate, if I scout hatch first I drop a forge immediately and will be able to cannon your hatch in time. Hatchery takes 100 seconds. Forge takes 45 seconds and a cannon takes 40 seconds. I try to time it so my cannons finish after the hatch completes so I can cancel if the hatch is canceled.
2 Cannons start firing 5-10 seconds after your hatch completes. What is your standard response then?
I can't imagine a zerg player who regularly hatch-firsts against protoss to find himself in this situation.
An overlord over the natural spots for the scouting probe. Some players assign a drone to follow it, personally I don't. The zerg should see the pylons going down...kind of an obvious cue to pull drones. If you've managed to lock the probe away behind two pylons and left yourself enough room to build 2 cannons, you've spent 500 minerals+probe to kill 300 minerals + maybe a drone (if it's still in range). It's a rare player that times cannons to finish just a few seconds afterwards. My personal response would be to let the hatch finish and rally lings to the opponent's base. In a more normal situation where the cannons are locked behind but will finish before the hatch, let them finish then cancel and go rebuild at the third. 500 minerals used vs 75.
I regularly hatch first against protoss. The majority of the time I get it up with little/no difficulty. Some games get weird when i cancel the nat, build at the third, cancel that and build somewhere random. Everyone's tech is so far behind it makes for interesting games. I do lose a small % of the time to cannon rushes, but for the economic edge I get in the rest of the games I feel it's worth it.