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09-28-2010 , 12:54 AM
making reapers is a useful skill toi have
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09-28-2010 , 01:07 AM
MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

Gotta love Nexus Wars.

PS:
Spoiler:
MOOOOOOOOOOOOOOOOOOOOOOOO!
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09-28-2010 , 01:10 AM
put on your pants
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09-28-2010 , 01:23 AM
Imoooooooooooooolin.
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09-28-2010 , 01:34 AM
Quote:
Originally Posted by Cueballmania
Imoooooooooooooolin.
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09-28-2010 , 01:42 AM
i really dislike the island expos on scrap especially in tvt.

too easy to expo to and defend, makes games incredibly long if the other person wants it to be.
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09-28-2010 , 04:02 AM
Quote:
Originally Posted by Gospy
Lost the first one to an 8 pool on blistering sands.
You should find a zerg practice partner and have him 6 pool you for a dozen games on different maps without you building any differently than normal. It's possible to beat off 6 zerglings with just your probes - easier than in SC1 I think. It becomes pretty difficult for the zerg to gain an advantage as they have to dart in and out a lot (and you have to micro your probes away from the edge of your minerals until you can get a zealot safely into your line)
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09-28-2010 , 08:56 AM
Quote:
Originally Posted by Sciolist
You should find a zerg practice partner and have him 6 pool you for a dozen games on different maps without you building any differently than normal. It's possible to beat off 6 zerglings with just your probes - easier than in SC1 I think. It becomes pretty difficult for the zerg to gain an advantage as they have to dart in and out a lot (and you have to micro your probes away from the edge of your minerals until you can get a zealot safely into your line)
Prior to that game I was 4-0 in league play vs 6-8 pools.

What made this one particularly difficult is that he kept running his lings around. I had 1 zealot and another one on the way that never finished. I pulled a few probes to chase the zerglings with the zealot but he'd just run around and never let me catch up. Then when he got far enough away he'd go take shots at my other probes then run away again, all the while sending more zerglings, of which he left a few to attack the pylon I had powering my gateway.

If I left him alone and stayed in my mineral line he'd attack my buildings, there wasn't much of a choice.

There's no doubt in my mind, I win easy if he a moves his zerglings into me, but he wouldn't oblige. The end result is he buys himself a ton of time til he kills off my unit producing structure and keeps sending more and more in.

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.
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09-28-2010 , 01:40 PM
there's currently a thread on TL about how to 100% beat a 6 pool on steppes. it should be near the top of the strategy section.
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09-28-2010 , 02:59 PM
If scouted properly and you wall off, sure, it's easy to stop.

If they get in your base and continue to do so, if properly micro'd, I don't think 100% exists.
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09-28-2010 , 03:23 PM
Quote:
Originally Posted by Gospy
If scouted properly and you wall off, sure, it's easy to stop.

If they get in your base and continue to do so, if properly micro'd, I don't think 100% exists.
http://www.teamliquid.net/forum/view...opic_id=155447

This is the thread the poster above you is talking about. It is only on Steppes of War and only PvZ. You will never lose to a 6pool if you do it right (which isn't hard), but if you screwup or are a little late....you know the rest.
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09-28-2010 , 04:25 PM
I'll check out those replays, I usually get a fast forge when trying to stop early pools. But again, that whole build is predicated on blocking off. Obviously if you can do that it's game over on any map.
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09-28-2010 , 06:27 PM
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).
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09-28-2010 , 06:52 PM
Fair enough, I mean the only change I made was I 10 gated instead of 12 gating. I did that blindly though, I had no idea until the pool was done. I'd much rather get out the 2 probes before putting down a gateway.

I just feel like even pylon scouting is pretty early, I can't imagine going sooner than that. Of course blistering sands is kind of a pain because it is a 2 player map with such a long rush distance. So scouting is going to take a bit longer.

My build order is just so tight that by the time I realized what was happening I couldn't afford to block off completely because of where I put my pylon(I build it back a little so it can't get sniped from the ramp and I prefer to choke with buildings), there would always have been a diagonal space, so I tried to block it with a zealot but it didn't finish.

I always try to fast expand when cheese fails if I can't end it right there though.
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09-29-2010 , 05:02 AM
I don't think you need to block your choke at all. Placing your initial pylon/gate behind your minerals or immediately to the side of your nexus doesn't block anything off but lets you survive a six pool.

Given that you can't block off in time to stop a six pool it kind of defeats the purpose of blocking at all. Once you have 3-4 zealots you can block off with those anyway, or you can go block off with your 2nd gate if you're worried about burrow etc.
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09-29-2010 , 11:24 AM
Quote:
Originally Posted by Sciolist
I don't think you need to block your choke at all.
This sounds like pure suicide. Any decent zerg player is going to run circles around your base with speedlings the second they see the choke is wide open. Plus it leaves you wide open to run-by counter attacks anytime you push out.

4 zealots holding the ramp? Baneling fodder imo.
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09-29-2010 , 11:55 AM
It makes me so sad that I find macro so freaking hard and it's seemingly such a simple thing to do...........
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09-29-2010 , 01:38 PM
Brag: made all challenges to gold
Beat: I still suck
Variance: In 1v1 plat league but can't beat anyone .. dunno if I get placed back to gold or something.
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09-29-2010 , 03:33 PM
Quote:
Originally Posted by krimson
This sounds like pure suicide. Any decent zerg player is going to run circles around your base with speedlings the second they see the choke is wide open. Plus it leaves you wide open to run-by counter attacks anytime you push out.

4 zealots holding the ramp? Baneling fodder imo.
I said you don't need to block it with your initial gate. And you should know if he has banelings, which is irrelevant anyway as they're higher tech than four zealots.
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09-29-2010 , 03:43 PM
not blocking your choke at all vs zerg sounds like a horrible idea imo

edit:at all with your initial
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09-29-2010 , 04:40 PM
So far I've lost to voidrays, mass mutas and Banshees (well, MM plus cloaked banshees) today.

I think I've identified a leak in my game. If my opponent makes anything that flies I autolose.
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09-29-2010 , 08:38 PM
Man... my 5 first matches for the league where so lol... I had 2:3 winning 2, getting a diamondplayer then who was semipro and obv owned me. Then I disconnected in the 4th game and my Notebook(lol playing on 17" Notebook -.- to lazy to get a new pc) crashed in #5.
So I came into bronze... was pretty lol crushed hard but was super fast in silver, then gold and now I`m stuck.
I`m ranked #1 in my division and I won 11 Games in a row now, mostly vs platinumplayers and they still don`t let me move up? Cmon... I mean ok I suck srsly, my macro is terrible my micro is terrible(I`m mostly watching my units in the fights -.-) but well those other players are lol.

MOVE ME UP BLIZZARD.


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09-29-2010 , 09:09 PM
Brag: #1 diamond
Beat: In lolrandom4v4aments
Variance: My random race/random team game is much better than my 1v1 toss
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09-29-2010 , 10:24 PM
Brag: broke 1000 for Diamond
Beat: With point inflation a 1000 point diamond is probably the same skill level as a 700 point diamond 3 weeks ago.

Am I right about this point inflation thing? Obviously around 1700 points is the elite now when only a few weeks ago 1300 was considered elite. Boooo blizzard give us a better ranking system this is way too arbitrary.
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09-29-2010 , 10:53 PM
I remember reading somewhere you get 1 bonus point every 2 hours. So 12/day => 84/week.
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