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Anti rushing?

Discussion in 'StarCraft 2 Strategy Discussion' started by mc2, May 21, 2007.

Anti rushing?

Discussion in 'StarCraft 2 Strategy Discussion' started by mc2, May 21, 2007.

  1. mc2

    mc2 New Member

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    ^ very nice piece of advice there reject (sarcastic) ^

    Anyway, I like the part where reject said "garrison workers into the main building", just like in AoE2, and the workers will attack the rushing enemy using basic static defense coming from the main building.
     
  2. reject_666_6

    reject_666_6 New Member

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    Well they should give you the possibility of lifting off your building, flying it over something, and dropping it suddenly, doing 80% of its HP damage to whatever it fell on.
     
  3. 10-Neon

    10-Neon New Member

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    I've actually done this. I've taken down players with three times my skill from the sheer unexpectedness of the absurd strategy.
     
  4. Meloku

    Meloku New Member

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    would ruin the game, so no. The early game is simple, and if you cant fend off someone WITH a defensive advantage for your team, you simply dont deserve to win anyway.
     
  5. mc2

    mc2 New Member

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    How is that so? I think that rushing ruins the game. Because rushing means the objective of the game is going to be who can produce most amount of basic unit in shortest time. Some players are better late game with massive battles involving lots of spell casters and they should be able to use their skills.
     
  6. Zeratul

    Zeratul New Member

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    Rushing is fine for when you're beginning the game but really its not hard to counter once you're experienced. If you're zerg its quite feasible to defeat numerous basic units with 1 sunken colony.
    Protoss same thing but cannon. How? build a sunk or cannon in the middle of the way of you're gatherers collecting minerals. If zealots or zerglings come to attack your gatherers they can't deal significant damage because of the sunk or cannon. But if they attack the sunk or cannon it is worse for them, why? Just block the sunk/cannon with your gatherers and they will be delayed in attacking anything. If they start attacking the gatherers then not much damage will occur.
    Terran is different as the best way to counter is with their own marines + blocking structures are useful.

    If they waste too much time/energy on these rushes then you will gain an advantage and have more chance in winning.
     
  7. Ghost

    Ghost New Member

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    Or they coul
    I dont know why they dont give main structures a defensive attack like the undead have in WarCraft. This would discourage rushes. Or they could make the flight speed of the terran buildings alot faster.
     
  8. Associate

    Associate New Member

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    tried it once, it was very effective indeed but quite a risk, also its not very useful in huge maps.

    Anyway I think the idea of introducing improved static D is the way to go to make early rushes more difficult, especially for sides like the protoss and zerg. Early game rushes has its downside though, since a failed attack would expose your entire base to potential enemy aggression
     
  9. mc2

    mc2 New Member

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    Sunken Colonies are horrible at fighting against rushes. They only do 25% damage to small unit like zerglings and marines. A lot of the times I have 4 sunken colonies that got ripped apart by 12 zealots. If your using your workers to disable melee enemies to reach the sunken, you are halting your resource gathering and that hurt the player's economy in a mid-term.

    Photon cannons are very expensive for countering rushes.......
     
  10. Ghost

    Ghost New Member

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    I personally get like 4-5 photon cannons b4 any rush can get to me. I dunno about other players, but I play terran normally so i am used to mircoing workers and builings to get stuff fast.
     
  11. Zeratul

    Zeratul New Member

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    I generally don't like to get cannons that early in the game. I prefer to get offensive units and use them as my defense if neccessary. Forge and cannons come later for me.
     
  12. Ghost

    Ghost New Member

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    Me too, but im just saying that cannons can stil stop rushed, I think that 5-6 zlots are much better against defending small rushes.
     
  13. Associate

    Associate New Member

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    building units instead of defensive structures is more effective in dealing with rushes, as other players would just take the other way around to avoid your defenses. however i think this only works best with zerg and protoss players, terran marines are too soft to fend off early zealot rushes unless they are stationed inside bunkers
     
  14. Zeratul

    Zeratul New Member

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    Most people use barriers to gain advantage because they can range. Terrans that is.
     
  15. 10-Neon

    10-Neon New Member

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    I've seen people deflect triple Zergling rushes with individual sunken colonies. All you have to do is keep the Zealots or Zerglings from physically attacking the Sunken by surrounding it with drones and the sides of buildings, and, like any other defensive structure in that situation, they become practically invincible.
     
  16. Ghost

    Ghost New Member

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    even in bunkers it proves difiucult to stop rushes of 10 or more
     
  17. mc2

    mc2 New Member

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    thats why it is important for terrans to get medics and firebats asap in a game if their opponent is protoss :)
     
  18. hillzagold

    hillzagold New Member

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    i remember when my brother played starcraft, he always blocked the ramps with supply depots and a barracks.


    but anyways, with movable photon cannons, rushing gatherers wont be as easy now.
     
  19. Associate

    Associate New Member

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    maybe they should give laser cannon upgrades to bunkers or defense turrets, increasing the bunker's unit capacity is also a good option.

    as for the phase cannons, I think they should lower its toughness a bit to balance them out
     
  20. surr

    surr New Member

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    just a possiblitiy but maybe their could be a setting for 1-8 minutes or something that forms a seeable circle around your starting buidling, any unit that go in the zone will be teleported to their beginning starting building this way they can wait out side your base but u can snipe em and run back to shelter and they cant do a darn thing....so this would effectively disable rushing but the disadvantage is that your opponent can probaly scout more and control move base locations since your are a slow starter :) Feel free to comment on this