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  1. #1
    Sea Torques
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    Getting rushed out the ass

    So I've only started playing multiplayer, but I'm getting wtfstomped in most of my matches by either zerg rushes or protoss (zealot/stalker) rushes. I've tried building some zealots faster, but my opponent always fucking seem to build 5 of em for every one I make. If I can survive longer than 10 minutes I usually get my shit straight and win the match, but I'm having huge issues with those early game rushes.

    For info, I'm playing protoss and my opening is 9 drones -> pylon -> gateway while I keep making drones -> cyber core for warp gates -> 4 more gateways + templar archives.

    I'm honestly a noob at this game, I tried watching replays but I just don't seem to learn anything from them. Any help would be appreciated.

  2. #2
    E. Body
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    I don't play Toss but walling yourself either in with a forge (maybe even throw in a fast expand) or with a zealot in the choke should be able to handle most rushes. Scouting is pretty crucial, so if you don't do that you will start to want to. If its something like a Six pool just remember that is an all in move and if you live even with 1 probe left and a few tech buildings you already have a huge advantage. One thing you can do is practice sentry micro, with a Sentry you can block off your ramp for quite a while so that when they do finally come it will be when you want them to.
    Again not protoss but isn't 4 gate an early-mid game move and I can't imagine spending your minerals into 4 warpgates is worth it when your opponent is 2 gate-ing and just busting down your door every time.

  3. #3
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    Quote Originally Posted by tonyg View Post
    So I've only started playing multiplayer, but I'm getting wtfstomped in most of my matches by either zerg rushes or protoss (zealot/stalker) rushes. I've tried building some zealots faster, but my opponent always fucking seem to build 5 of em for every one I make. If I can survive longer than 10 minutes I usually get my shit straight and win the match, but I'm having huge issues with those early game rushes.

    For info, I'm playing protoss and my opening is 9 drones -> pylon -> gateway while I keep making drones -> cyber core for warp gates -> 4 more gateways + templar archives.

    I'm honestly a noob at this game, I tried watching replays but I just don't seem to learn anything from them. Any help would be appreciated.
    You can play against me if you would like to know what's wrong (kaylin/444). I could give you a few pointer.

    There is a few key point that make a difference usually
    1) Are you scouting all the time? You need to know what your opponent is teching to, when he is about to move out of his base or expand
    2) Is your economy matching your opponent economy (or better). Make sure you're always producing probe until you cap your expand (3 per mineral/gas), and dont fall behind on expands.
    3) You have too much mineral? Build more nexus, make more barrack/gateway/hatchery for cheap units.

  4. #4
    Sea Torques
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    Alright so I'm not really good at scouting or micromanagement in general, mainly because I almost always point and click. Are there any preset shortcuts I should always have (such as my scouting probe in a group so i can just press 1 and select him) or other stuff like that?

    Also, would making a pylone and a few probes to gather mats and just relocating my base to somewhere else quickly after be a viable option or would it just set me back?

  5. #5
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    Quote Originally Posted by tonyg View Post
    Alright so I'm not really good at scouting or micromanagement in general, mainly because I almost always point and click. Are there any preset shortcuts I should always have (such as my scouting probe in a group so i can just press 1 and select him) or other stuff like that?

    Early game, I set my scouting probe on ctrl+1 and my nexus on ctrl+5. Double pressing the key to focus on the units. I also use shift key to make it walk in predetermined path when needed (run in circle in a base). Midgame, its usually another unit set on ctrl 3.

    It's obviously a good thing to keep it alive, but I don't think you need to be a good microer to get a good idea of the situation. Most of the time, everything you need to know see is right at the ramp/choke point.

  6. #6
    GRT
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    getting attacked after you've already had time to build a few of your own units hardly count as rush, just early pressure. in SC2 you need to train yourself to handle constant attacks and be able to deliver them yourself

  7. #7
    Bagel
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    1) You're building up way too much infrastructure (5 gateways?!) before starting to make an army. Make 2 that are constantly building then you can build more gateways or tech up.

    2) Always scout to see what they're doing. I know that if I see them teching up hard at the start, I'll just make a few zealots and rush them.

    3) Use the choke point effectively. Limit its' size so that only 1 big unit can fit through and keep them manned with zealots at all time.

  8. #8
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    Fuck gateway start out with a forge and mass cannons yeaaa

  9. #9
    Sea Torques
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    Did a few matches, built 2 gateways and started pumping out units while i set up pylons and 2 guard towers next to the entry points to my base, which repelled the first wave of little marines/zealots and managed to come out with 3 wins in a row since by the time they rebuilt their army I had 4 colossus and completely fucking raped them. Didn't manage to control my scouting yet though, still feeling too busy by keeping up with building/expanding, but I'll get to it. Thanks for the tips <3

  10. #10
    Sea Torques
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    Against terran i always like to 2 gate robo for a fast observer so i can see wtf they're doing, Terran is the hardest to scout. Ob or Phoenix works. If you go phoenix they'll think you are going voids, there for you can go col and decimate them

  11. #11
    Sea Torques
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    I just got raped by some Terran who had 4-5 of those big aircrafts, and I had not even close to an idea of what to spawn to kill those. I saw him coming and made about a dozen phoenix but they just got 3 shotted one after the other. What kind of protoss unit is good against anti-air, as I see a lot of awesome anti-ground units but nothing else. I know they are stupid questions but there's some stuff in here that keeps blowing my mind lol.

  12. #12
    Sea Torques
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    You need about 5-6 stalkers per BattleCruiser. Either that or Void Rays, or a mixture of both, but if the BCs have Yamato Cannon, its over for your Rays. Also depends on if you have upgrades or not.

  13. #13
    Nidhogg
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    PvP is a Zealot fest, until 1.1.

    Unless you're insanely good with micro, the standard protoss 9/12/18 build is going to get you crushed.

    The general idea is to scout, and if you see 2 gateways instead of a C. Core, you should be building a gateway before the core.

    There are two general 2gate pressure builds. The easier to execute is the following:

    9 pylon
    Chronoboost one probe
    12 Gateway
    14 Gateway
    16 Pylon
    16 Zealot (cboost)
    18 Zealot (cboost)

    spam out 5 or so Zealots and assess the situation. He will likely decide not to push at this point, and you can resume teching. Watch out for a 4gate push, as this will be difficult to repel without 4 gates of your own. Also remember that Immortals ruin Stalkers

  14. #14
    KoD
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    i always found when playing pro and got warpgates, to build a pylone next to there base clif and warp them onto thetop can be extreamly deadly if unoticed,

  15. #15
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    I've been practicing lately with fast walling my base on terran and protecting from early harrass but it leaves me kinda slow on expands is there something i'm missing? Also anytime i try to fast expand when they don't harass they come in and steamroll my expansion shortly after even with units guarding it. I do scout as often as i can but most of my losses are due to weird strats i haven't seen before like on lost temple <I feel dumb as hell for this too...> but my opponent floated his base to the island on the bottom right and i ran my scv around the map like a retard because i couldn't find him... Anyway by the time i got orbital and scanned the area he already had bc's out and raped my base. Any tip's or pointers from the diamond leaguers?

    Sorry for the rambling

    By the way bronze league here...

  16. #16
    Sea Torques
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    If he floats away in LT, that is just so dumb, get mass vikings, and surround the base, he can't get out, and you go for total map control, and get BC yourself, it'll be easier for you to support with multi expo. Vikings OWN BCs like paper. Longer range, and faster speed, you can kite them all day.

  17. #17
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    Ramuh

    By the way do we have a replay thread and how do you retreive them from b.net? I have a hilariously horrible game i played last night that i barely won because i out micro'd him and destroyed any chance of him rebuilding.


    Also is there any good place the can host it?

    Try not to laugh too hard at my expense >.<

    Nvm found the replay thread but my other question still stands.

  18. #18
    Sea Torques
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    Its usually in My Documents > Starcraft II > Accounts > next 2 folders > Replays. You'll need to save the replay in battle.net for you to keep the game though. Just hit the replay tab, and hit the disc button, and name it, and you're good to go!

  19. #19
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    Quote Originally Posted by Misuicide View Post
    If he floats away in LT, that is just so dumb, get mass vikings, and surround the base, he can't get out, and you go for total map control, and get BC yourself, it'll be easier for you to support with multi expo. Vikings OWN BCs like paper. Longer range, and faster speed, you can kite them all day.
    Except for yamato canon! but yeah..cost efficieny, i will take the viking any day against bc.

    When people go on island, siege tank usually do great job killing everything but the scv/command center. Collosus usually work as well.

  20. #20
    GRT
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    i wish i was a terran every time someone does that, 4 nukes cover the entire island gogogo