Quote (OmegaJSP @ Apr 19 2013 08:56am)
If you haven't already, play on each of the maps you'll play on, take note of the common scout paths and how long it typically takes to scout each spawn point.
After that, you'll have what you need to be able to cannon rush effectively should you ever decide to do that.
You'll know: (1) how close you can build to them should they not scout "out of their way" and (2) how long you have to start the cannon rush before the too-late-unless-your-opponent-is-bad mark, and (3) how long it will typically take for you to get scouted by them, alerting them that there's something fishy going on.
This. If you're ever in a cheesing mood, make sure you don't dig your own grave and drop your pylons/cannons right in plain sight (unless you're feeling particularly ballsy xP).
Also, it helps to know about around what time attacking units (zerglings, zealots, stalkers, marines, etc.) can start appearing. If you don't have a cannon or two up before they get too many, it's usually best to abort and try for a delayed forge FE.
If you're feeling particularly aggressive, take a look behind mineral lines and build pylons/cannons accordingly there to where workers cannot surround anything or get to your probe. What I like to do when I feel like cannon rushing is drop a pylon and cannon just barely out of the scout pathings (like Omega said).
When they are distracted by that cannon, I have a second probe ninja'ing its way behind their mineral line and starting the real cannon rush there. I keep the first probe moving around like it's "trying" to drop another cannon just long enough for the first pylon in the mineral line to finish at least.
This post was edited by AnimusCaelestis on Apr 19 2013 11:02am