**** Original Starcraft 2 Thread ****

What do you guys play as? I've been playing pretty much exclusively as Zerg online, but I had a go at Protos vs AI last night and I quite enjoyed it.
 
Proton cannon rushes are THE gayest thing ever. Is there even a counter?

As the Terran, just lift off and build elsewhere ;).

As the Zerg, rush zerglings.

Terran early expansion then going for MMM seems really overpowered. At least in the silver league anyway (although I have beaten a lot of gold players with it).

Just stick a few counters at a choke and have lots of Battlecruisers or Banchees ready to rape their mineral line and base :)

Does anyone know how long it takes to get promoted into a new league? I'm second in my silver league atm.

Just keep winning. Eventually it will match you with higher league players. Once you lose against one of those, you will be put into the appropriate league.
 
Proton cannon rushes are THE gayest thing ever. Is there even a counter?

Also any ideas how you beat a 5 Zealot rush within the first 2-3mins while playing as terran (warping right by your probes)? Do I literally need to babysit my probes?


Playing against zerg or other terran players always seems fair though.

Great game:)


the counter for Terran is to just lift your CC, get a reaper or 2 out and head for his main with it. Or just pump out some marines and take out the pylons/probe

as zerg just counter them with a spine crawler from whichever direction their at. don't waste zerglings on them untill you really need the cannons gone.

Terran technically rip protoss to bits, MMM/Tank/Ghost is pretty much unstoppable. even with a good army composition.
 

To beat a Cannon Rush

I've fended off cannon rushes a few times as Zerg (well every time Its happened to me since the game was released actually ;) )

I sometimes stuff up after I have defended the cannon rush, but basically I can always come out of the cannon rush as Zerg ahead (effectively its my game to lose)

  1. Scout your base especially if you have not seen a probe yet or you see the probe and it goes off into the fog
  2. If the probe warps in a pylon pull 3 workers off the line and attack the probe. Try to prevent it from getting "In Range" of the pylon. Make sure you kill the probe* (when probe is dead tell the 3 workers to kill the pylon)
  3. If the probe warps in a forge, pull 4-5 workers off the line and kill the forge. If it warps in a cannon** pull 3 workers off the line and kill the cannon (do this per cannon) Send any workers not engaged in killing something back to the mineral line
  4. Keep pumping out workers do not stop doing this
  5. Keep to your build order as best as possible (make sure you can produce infantry)
  6. As soon as you have infantry use them to kill off any remaining; probes/cannons/pylons/forges/warpgates (in that order)
  7. Build up a fast army (reapers/lings/lotts/stalkers) and attack the enemies mineral lines (ignore everything but probes).
  8. Profit

Once your base is clear, you have a reasonable sized army (300-500 minerals worth) you should be trying to attack their mineral line. (if you kill off all their probes at this stage it is game over)
Some protoss will basically wall in and cannon up. If they do this do not sacrifice your units in an attempt to reach the mineral line. Just park your units outside their base and prevent them from expanding, whilst you expand yourself and tech up to units that can bust down the blockade (or circumvent it all together)

Zerg - Mass Mass roaches + Hydras / Broodlords / Ultras

Terran Siege tanks + MMM Transition into mass Battle Cruisers

Toss Immortals/Colossus + Zealot+stalker. Transition into mass Carriers

If you are going tier 3 make sure you have and army build that can beat mass stalkers/ mass zealots and can deal with a VR /Mothership/Carrier rush. As these are what turtle Protoss tend to transition into. Make sure you scout (even if it means sacrificing a unit or 2) There base to see what they are doing.


The aim is when dealing with a contained turtling enemy is to
A) Ensure they can't expand
B) Ensure they can't get any units (by land, air or proxy building) out of their base
C) To ensure you can expand at will and amass a massive army and ability to rebuild your army at rapid pace (and to build the units you need to counter whatever units they have)

Once you are in this position then it is about time to knock down their door. You should should be able to tell roughly when they have mined out, based upon the time you have mined out your main. They will almost certainly have a mineral reserve so there is no need to rush in, just chip away at the defenses, keep your losses to a minimum but make sure they lose stuff every attack. Re-enforce your units as and when you drop below 200/200

In terms of ensuring they do not slip out of their base. You need to ensure you have complete vision of the perimeter of their base as well as observation of all the expansions on the map.

As Zerg - Use overlords + Overseers + Creep
As Toss - Use Pylons + observers
As Terran Use Radar Towers + Turrets
As Zerg - put a swarm of overlords around the perimeter of their base so that you have



*Remember that when a worker is surrounded the player can tell that worker to mine some minerals and it will "glide" past any unit obstacles. A good Protoss player will know this so if you do surround the probe. It may just slip past your units and keep running around dropping pylons and cannons everywhere. So just keep up the chase until you kill it.

** Kill the cannons first because A) they have less life; B) they cost more (each cannon is the cost of a gateway.); C) Cannons hurt, Pylons don't
 
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This game is so random.

Won 2 games of 2 games last night, the day before won 7 out of 8 and today I lost 4 won 1. What the hell.. really pee's me off how you can just go down the ****ter in the space of 12 hours
 
This game is so random.

Won 2 games of 2 games last night, the day before won 7 out of 8 and today I lost 4 won 1. What the hell.. really pee's me off how you can just go down the ****ter in the space of 12 hours

I wouldn't worry about it, it happens to me a lot. It's not that you're worse or anything, but probably just on account of you going on a winning streak and it starting to match you against better players.

I do find that when I'm on a losing streak I start to make more mistakes as I get frustrated :)
 
You just have to remember that its not your divine right to win ;) and there are no silver bullet builds that will win you every game you play.

As you win games you will be put against higher caliber players so it should be harder to win games. Eventually over time you should get to a position where you have a 1:1 win:loss ratio as the ladder system matches you up against players of similar caliber to you.
 
Ordering this game in a minute! cant wait, loved the first one but never got to play it online. Looks to me like the main tactic is a quick rush. Does anyone turtle anymore because if they have counter turtling all together i think it will be my favourite game ever!!!
 
the 4 games i lost were against even matched players, 1 was protoss which zealot rushed me and void rayed my mineral line while being occupied (he was the better player) and other 3 were terran which use marine / marauder rush, managed to get colossuses out but he still beat me :confused: and the other was a zerg, zergling rush :(. I tried a 4 gate rush on one terran but he overpowered me and i had no forces when he came to my base :p
 
Ordering this game in a minute! cant wait, loved the first one but never got to play it online. Looks to me like the main tactic is a quick rush. Does anyone turtle anymore because if they have counter turtling all together i think it will be my favourite game ever!!!

You're going to love SC2 Terran. They can turtle AND control the map.

'Rushing' in the sense, zealot, 6 pool, proxy reaper rushes, aren't _that_ effective in SC2. And each one usually puts the rushing player at a significant disadvantage, apart from maybe Terran v Zerg.
 
the 4 games i lost were against even matched players, 1 was protoss which zealot rushed me and void rayed my mineral line while being occupied (he was the better player) and other 3 were terran which use marine / marauder rush, managed to get colossuses out but he still beat me :confused: and the other was a zerg, zergling rush :(. I tried a 4 gate rush on one terran but he overpowered me and i had no forces when he came to my base :p

4 gate v terran going 3 rax rauder wont work. Fast colossi v 3 rax rine/rauder is too slow and gives them too much time to transition to mech even if you somehow hold their push.

If you're struggling against the near ubiquitous 3 rax rauder/rine with/without ghost opening, you need 2 gateways AND either twilight council or robo bay. If you go robo, stick to two gate robo and pump out immortals and get 4 sentries and a mix of zeals and stalkers (favour stalkers if he's rine heavy, zealots if he's rauder heavy).

If you go for twilight, add an extra gateway (for 3).

No matter your strategy, get control of the zel'naga watch towers. If there aren't any, put a probe out in front of his base so you can see when the push comes.

If going robo, chrono immortals. Otherwise use your chrono on the twilight and build as many zeals as you can. You only need 3-4 stalkers, along with 2 sentries. When you get a spare 200 gas, get your templar archives (even without storm which you wont have when the push comes, feedback canes medivacs/ghosts and makes them easy to snipe denying much of the three rax potency).

When he arrives at your ramp (and you'll know he's coming from your probe out the front of his base), use a force field or two to delay him. If you have templars ready try and snipe ghosts/medivacs and bring them down with the stalkers. Warp in some last minute units. then let him in, trying to cut his force in two. Then cross your fingers :) If charge is still not finished, just retreat until it is. DO NOT engage without charge. Use your templars to feedback any medivacs/ghosts and focus fire them down with your stalkers.

Once the battle is over (you really _should_ win it fairly comfortably), if you have the Templar Archives up, research storm (chrono it), push out to the Terrans base, put a staging pylon down, warp in some units, get your expo up and with any spare cash put down more gateways (you want 6). You want to make your push when you have storm research and a templar with enough energy to put one down. Once they've feedbacked/stormed their energy convert to archons.

When making your counter-push DO NOT FORGET TO MACRO!! Get your natural expansion up, and keep building probes. When your expo is up, transfer 6-8 probes from your main. Do this immediately before commencing your attack. If your attack fails, or if you cripple but don't kill him, you'll be so far ahead you should have a game winning advantage.

Against most players low diamond and below you'll win outright :) I favour the twilight build myself, I find it allows me to mount a strong counter attack after holding their push.
 
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A small thing I know, but is there anyway to change your mouse cursor to something that stands out a bit more? I would like to make it a bit more noticeable, as I keep losing the damn thing just as things get really intense.
 
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