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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. Ych

    Ych New Member

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    I think there is nothing wrong with rushing.

    Rushing is part of the game. It has its uses and drawbacks. If you rush successfully, you can severely cripple your opponent while you tech up or basically, win the game. But if you fail the rush, your opponent is going to out-tech you and beat you with their higher tech units. So rushing is more of a gamble basically. It could make or break the game for you depending on how successful the rush is.
     
  2. Ishe

    Ishe New Member

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    Theres nothing worse than 6 zerlings comeing into ur base and ending the game. thats one thing i always hated
     
  3. eclipse

    eclipse New Member

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    well the thing about rushes is most people forget they can attack with their workers. expecially against a 6 zergling rush, you usually have 10-15 workers in that time and they can take the zerglings down pretty easily.
     
  4. mc2

    mc2 New Member

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    10-15 workers have no chance of going up against 6 zerglings. If that's the case, all of the workers are going to get killed while about 3-4 zerglings die. The early 12 zealot rush is particularly powerful for any races.
     
  5. PowerkickasS

    PowerkickasS New Member

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    this discussion is really ewwwwww.
    you wanna anti-rush? here's some first-hand early-game tips!:
    lets just say map is luna so range between players are medium.
    and lets assume both players are pros with the same apm and apm efficiency.

    note: etc etc = whatever you wanna do mid-late game. im not gonna get into detail
    if you are zerg
    vs protoss: get 9 drones. obviously scout your enemy. if he is getting a pylon outside his ramp and you are not diagonally opposite him then get a pool. then overlord. if he has a spy in your base, go expo then etc etc. if he has no probes helping block ramp, and he doesnt have a spy in your base, get 6 zerglings. try blocking your base's ramp with two drones to stop enemy from seeing your zerglings. once your zerglings get out, run them to enemy base. while they get there get an expo and take note with your spy of the enemy's cannon. if it's already done then run your 6 zerglings pass the one cannon and harass him like hell inside his main while building up your economy then etc etc. if he doesnt have the cannon up obviously take it down if it's building, and from then on concentrate on all his probes, not gateway, not pylons, not nexus. with your main just keep pumping out ling reinforcements, and it should be gg.
    if at the start he goes gates, then 9pool. he will most likely be blocking choke with lots so keep your lings outside the ramp. build your expo and make sure to fill the gap between the front of your ramp and your expo hatch with sunkens so he cant do a runner, unless you are sure he isnt zealot rushing anymore then you can postpone those sunks till later. he will not attack at start because if he does then you should have your lings sneak in and harass his probes bigtime. if there's only 1 zealot defending take it out, but dont let it lure your lings away to buy time. if there are more i.e. he retreats his offensive then you should pull back to the ramp. if he tries going offensive but leaving 2 lots to block the ramp then by focusing all your resources on lings (and spare on those sunks) you should be able to build enough defence to repel before they slowly get there. one thing you gotta take it mind is dont let him get to your main. block your choke with any additional lings till more arrive. your sunk should be able to reach the lots while they are stuck on ramp so your losses wouldnt be all that great. after all of that, whichever road the game ends up as, etc etc

    vs terrans: if you scout with overlord, be careful and stay near areas that are ground-impenetrable, or else if he kills your lord then man would you have a hard time. the only rush they can achieve is a boxer (rines+scvs). i love doing it in multiplayer and sometimes works like a charm, but really hard to manage properly and tough against pros. so anyway first you go fast expo. 9pool will never work vs t. maybe even 3rd hatch after like 11 drones +2 in transit before your pool if you're diagonally opposite. get 1 sunken then lings asap before a few more sunks. if he really does do a boxer, then get all your drones in expo + a few from main (should have at least 12 in total) to save your building sunken. dont stop making zerglings! whatever zerglings you get, make sure they can dodge the scvs and flank those marines. even better if you retreat all your men back to base and lure the enemy in and have your lings by a flank to get the marines once the scvs go frontline to kill. always attack drones + lings simultaneously, or else doom! if you fail to take out the marines then boy oh boy you're most-likely dead. anyways back to before the offensive. if the enemy is getting double barrack+academy, prioritise your sunks to be out front rather than walling your choke. if factory instead of academy, then mass zerglings and charge him. if bunker is at command centre instead then errr kill whatever you can keep out of range and harass, then from then on etc etc. if he is blocking the choke with buildings and a bunker then obviously surround the bunker before killing, take out any scvs building any building then boom. if you discover he is blocking the ramp with either an scv udner engibay + jsut a few marines, bust it with some stacked drones. if he has 6+ marines blocking ramp then maybe you should invade some other day lol. stacked drones MIGHT work but risky. if not then just delay him from getting an expansion as long as you can. then etc etc

    vs zerg:
    errrr tbh i wouldnt have a clue lol. maybe dont get sunkens and mass zerglings instead? but dont waste any time getting spire. i dunno much about same-race games :( except that it's poo lol

    ok i cant be bothered with talking about protoss and terrans....i cant believe that was so long
    i guess in short if you wanna know the main points:
    -zealots cant attack properly while stacked/overlapped/jumping. so take advantage of that by dispersing stacked dronse ontop of them if you can
    -zerglings excell in attacking while stacked, so dont use workers on zerglings without proper soldiers to help
    -always kill marines before scvs. and they're even worse than zealots at stack-attacking
    -if you are rushing and you see the workers comin at ya, move to THE SIDE. they can only stack-move directly towards any minerals so if they wanna go another direction then, well, sux2bthem =D
    -if there are more workers than what your rush force could handle, 'pretend' to attack them ^.^
    -rally your buildings to either on your ramp or above or under. should always have stationary soldiers to block
     
  6. Remy

    Remy New Member

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    PowerkickasS I can't understand a single thing that you're saying, but it's long... so I guess good job LOL.

    This is a rather long thread for a silly topic, let me go through some of it.  Blizz is pushing rushing in SC2, because it's part of the game.

    Early-game rushing isn't a contest of who can build fastest.  On the contrary, that's what "no rush for X minutes" games are.  If anyone don't know why, ask me.

    Rushing and rush defense are basics. You can't expect to do great in mid to late-game but skip over basics, it makes no sense. Does it make sense to say that you rock at calculus but you don't know how addition works because you didn't like it so you skept it? People who really rock hard later on can just take the game into late-game.

    Someone said sukens deal 25% damage against small units, it's actually 50% btw.  Sunkens do a damn fine job aiding base defense.
     
  7. Lemonparty

    Lemonparty New Member

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    Terrans can block the ramp with 2 scvs while chain-reparing each others, while marines shoot the bad guys, by the time he re-attacks you could have maybe a tank or two and more marines, which is way enough to stop any rush (if the guy spends all his money on zealots, you're gonna have a huge advantage mid-game. Zergs have the advantage to build lings quickly, and have sunkens but they cost 175 minerals + sacrifice a drone which isn't always cool at the beggining of the game. Protoss either have to get expensive zealots or expensive cannons, they work best but hurt your economy. I *guess* Terrans have it best in ramp-maps.
     
  8. Ghost

    Ghost New Member

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    People say that the 6 ling rush doesnt work on terrans cuz their buildings can liftoff, this i find very silly as they still get to destroy your workers and by the time the slow ass buildings make it to a diferent reasource node and get your income going again, he's already got hyrdralisks and probably mutas aswell.
     
  9. SirBaron

    SirBaron New Member

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    You can't imagine the fun i have with people on b.net that actually does that.


    Edited out quotes. Please read the forum rules and refrain from quoting unnecessarily.
     
  10. Ghost

    Ghost New Member

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    Yea, its happened with my 2 zlot rush xD
     
  11. Lemonparty

    Lemonparty New Member

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    If you have to lift-off it's pretty much gg already
     
  12. SirBaron

    SirBaron New Member

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    Indeed. And you wouldn't believe how many actually do that. It's amazing.
     
  13. PowerkickasS

    PowerkickasS New Member

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    lol dont you just love games of patience....
     
  14. Lemonparty

    Lemonparty New Member

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    /resurrect thread
    I love seeing game on bnet called ''Fastest/zero clutter NR10/20 XPERTZ ONLY!1111''

    If those guys think they're expert, it's sad =[.
     
  15. FlyingTiger

    FlyingTiger New Member

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    LOL so true

    hey I'm a Tower D expert. Please no autographs! ^_^
     
  16. BeachBum4eva

    BeachBum4eva New Member

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    i think that an anti rushing mode could b looked in 2 as long as it could b turned on or off but from what i kno so many ppl r realiant on rushes and ,lol, SCV raids that i dont think enough ppl would use it and yes there is the problem of 1000000000 bases being set up in the time that you cant rush and the game lastin 10 hours lol
     
  17. mc2

    mc2 New Member

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    10 hours would be way too long. What I was thinking is that it usually takes about 30mins before every unit for the race to be produced. As well I like to see everyone massing up their army of all different types of units and spellcasters up to the 200 limit, then a full on bloody battle involving all those massed units. So I wanted some Anti Rushing techniques that allows every players to mass up first and then the battle begins. I mean seeing 4 zerglings going into another base and destroys the 2 buildings and several workers is just not as fun as large scaled battles.
     
  18. Remy

    Remy New Member

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    Scouting and early offense/defense is just an indispensible part of game balance. It's so you can't just build and tech without fear of consequences.

    I honestly don't think I've ever lost in games of no rush X min before, not since I knew how to play the game anyway.

    If it's no rush 15 for instance, you take the first 10 minutes or so doing nothing but building hatcheries and workers, while slowly teching along the way. During this time you don't do anything except tech and make money, no defense, no zerglings, nothing. The only units you have are drones and overlords. Now for the last 2~3 minutes, you pump out units til you hit 200 limit. If there is extra time, you can make static D, but it's not really important. Also, since all the resource gathering has been done beforehand, a Zerg can usually afford to convert most if not all hatcheries into lairs or hives for faster larva spawn rate.

    The fact that you are given a certain amount of time that guarantees that you will not be under attack allows for ONE optimal build. It will be this same one every single time, because you won't have to adapt to the situation on hand. Large battles might seem interesting, but if it's the same one you see every single game it'll get real stagnant real soon. Before you even start playing each game, you already know what kind of army from what kind of build to expect from each player.

    If there was one move in a fighting game that was the "best move" and the only move worth using, and all everyone does is repeat that one move over and over, it'll get stupid. A no rush feature is like asking for that in SC. It won't be good even as a game mode, because even the people who want it now won't like it in the long run. I imagine people who really really want it can just make UMS maps for it.

    It's the constant need of having to keep an eye out for your opponent that makes a game of SC worth playing. The continuous threat keeps people on their toes and is exactly what makes games of SC very dynamic. Like I've said before, people who are better at managing large armies later in the game, can just actively take the game into late-game, then finish it there.
     
  19. PowerkickasS

    PowerkickasS New Member

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    team melee + bgh nr20 + zeratul11 = ^_^

    do you have an official source to reference that? would be appreciated ^_^
     
  20. Remy

    Remy New Member

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    PowerkickasS, I don't want to sound offensive or rude, but I can't be bothered to have you asking me for official sources on every little thing I say that's common knowledge.

    If it piques your interest or rouses suspicions then test it for yourself or at least take the time to google.

    Upgraded hatcheries do produce larvae at a faster rate btw, that is FACT. Source is me. Test it if you don't believe me.