Quote:
Originally Posted by Gospy
Also, practicing is great, but I shouldn't have to play every game vs zerg like I'm getting 8 pooled. That puts me at a huge disadvantage in the games where they don't 8 pool. And scouting doesn't really matter unless I scout at the start of the game.
I disagree, or where would the cheese be? I think the game's richer because of it - you have to be in possible danger at every stage of the game.
You need to keep your normal build. I think you also need to place your pylon/gate as if you're going to be 6 pooled - it costs you very little to do so (possibly some blocking potential). Ideally you'd like to get your gate/pylon down behind your minerals without blocking off access - i.e, so your zealot can get from one side of the gate to the other without spending too long. Not possible on every map of course, and I am more used to Terran so don't have to worry about this as much.
When he's trying to hit & run, you should just concentrate on keeping your units alive. It doesn't matter if he does 200 damage to your gateway, though obviously you can't let him hit it forever.
Oh, and always rush your first 2-3 zealots. Once you have 3 zealots he's in a lot of trouble, particularly if you can kill half his attackers.
He has to switch away to build at his base sometimes, you never do. He has to do economic damage to you, you just need to stay alive. Like I say - practice makes perfect. And in the worst case, I think it's OK to get a forge then a cannon, then one gate expand (or double expand).