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Feb 6 2011 01:04pm
my 15 nexus hard counters this build
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Feb 6 2011 01:05pm
Stopped easily with a fast second gateway. Nony may have lost to it, but I'm sure he won't lose to it again.
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Feb 6 2011 01:06pm
Quote (yena @ Feb 6 2011 11:05am)
Stopped easily with a fast second gateway. Nony may have lost to it, but I'm sure he won't lose to it again.


wrong i went 12 gate, gate. Close position on LT and lost
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Feb 6 2011 01:07pm
Quote (Republican @ Feb 6 2011 07:06pm)
wrong i went 12 gate, gate. Close position on LT and lost


Ya but you lose to a lot of stupid shit as your replays have shown.

Plus I meant a fast second gateway after Cybernetics

This post was edited by yena on Feb 6 2011 01:08pm
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Feb 6 2011 01:07pm
Quote (koffkoff3 @ Feb 6 2011 02:59pm)
Even though he saw all of those lings, he didn't wall when he clearly needed to.
It'd be ridiculous to expect 1 zlot + 2 sentries to keep out 3 roaches + lots of lings..

He needs to complete the wall while forcefield is up and use his sentries to kill some units.
Reinforce wall as it gets teared down and build sentry/stalkers while defending.


roach > sentry
get in the range of 1 roach, all 3 will hit you (has vision cause of overlord)


sentry / stalkers cost ALOT of gas for being 5 minutes into the game

zerg can always build more roaches for more range dps to break resummoned walls.


i'm telling you, only early cannons beat it

Quote (yena @ Feb 6 2011 03:05pm)
Stopped easily with a fast second gateway. Nony may have lost to it, but I'm sure he won't lose to it again.


the guy in the replay KNEW it was coming and tried to stop it. ofc he failed then. now any protoss who doesn't know the direct counter will lose to it.

This post was edited by Buffjesus on Feb 6 2011 01:09pm
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Feb 6 2011 01:10pm
Quote (Buffjesus @ Feb 6 2011 02:07pm)
roach > sentry
get in the range of 1 roach, all 3 will hit you (has vision cause of overlord)


sentry / stalkers cost ALOT of gas for being 5 minutes into the game

zerg can always build more roaches for more range dps to break resummoned walls.   


i'm telling you, only early cannons beat it


Someone..
either upload a replay where there's a decent protoss player using a complete wall against this,
or learn this and try it out against me

edit: If you learn it, msg me ingame.
Ender.2167


This post was edited by koffkoff3 on Feb 6 2011 01:16pm
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Feb 6 2011 01:15pm
Quote (yena @ Feb 6 2011 11:07am)
Ya but you lose to a lot of stupid shit as your replays have shown.

Plus I meant a fast second gateway after Cybernetics


lol, want to 1v1 bo5 for all your fg? i'll get staked.
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Feb 6 2011 01:17pm
Quote (koffkoff3 @ Feb 6 2011 03:10pm)
Someone..
either upload a replay where there's a decent protoss player using a complete wall against this,
or learn this and try it out against me


also


complete wall?

30 secs - 1 min later got banelings knockin down your wall :P


Quote
i believe the way to defeat this now is you have to use the 4 gateways to fully wall completely this will give you time as your enemy attacks the gateways to pump out more stalkers and units and your stalkers can attack your enemy as he hits your gateways letting you bring down his numbers

but also, because you wall off completely that means you no longer need to cut probes. you can now get 23 probes asap without cutting and pump stalkers/zealots with a 1gas 4gate and because the wall makes you safe you can start warpgate tech earlier. after you have a large army you kill a gateway and move out with your army and i suggest rebuilding the gateway to re-wall against zergling runby and then use warpgate tech to warp units outside your base and attack your enemies expansion


This post was edited by Buffjesus on Feb 6 2011 01:18pm
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Feb 6 2011 01:21pm
Quote (Buffjesus @ Feb 6 2011 02:17pm)
also


complete wall?

30 secs - 1 min later got banelings knockin down your wall :P


Replay?

Weird that we're still arguing over this, since your solution to stopping this rush is similar to mine:
Wall off & build more ranged units..
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Feb 6 2011 01:31pm
Quote (koffkoff3 @ Feb 6 2011 03:21pm)
Replay?

Weird that we're still arguing over this, since your solution to stopping this rush is similar to mine:
Wall off & build more ranged units..


cant find it but, found this




Here is how it is right now. From all the discussions in TeamLiquid.net and my personal playing experience...

1. You go 13 pool and 12 gas, not a big hit to your economy.

2. If toss cannon expands vs this, zerg can cancel the roach warren and start his expansion, into another expansion quickly, then the zerg runs over the protoss unless he can do severe damage with some Phoenixes (but to players like me who are used to starting Evo chamber early, this is not gonna work)

3. 1 base cannon is suicide, you auto lose the game

4. You have to warp in a third gate as soon as the rush hits (assuming you didnt miss the forcefield with your sentry which you dont have if you went for a 4gate opener) AND once the forcefield runs out warp in a NEXUS to block the ramp, get 3 sentries out, cancel Nexus at last moment and keep FFing the ramp.

5. If you dont do all of the above correctly or do a 4gate/cannon expansion opener, you lose the game. If the zerg kills any critical structure or the toss loses probes, you lose the game.

6. If the zerg backs off, the game resumes normally because the zerg had started a hatchery at his expansion when the attack hits, and because zerg is the one gifted race with the ability to saturate a mineral line immediately.

So this is looking like the Terran bunker rush vs zerg, except its zerg bunker rushing protoss this time.

This post was edited by Buffjesus on Feb 6 2011 01:31pm
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