there's an unscoutable 2 rax rush on asia right now, and even if you make speedlings non-stop, you cannot even put a dent in it.
-Artosis
Anyone want to speculate what this may be?
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there's an unscoutable 2 rax rush on asia right now, and even if you make speedlings non-stop, you cannot even put a dent in it.
-Artosis
Anyone want to speculate what this may be?
Screw Speedlings. I rush for Roaches anyway.
I find that hard to believe. Everything is scoutable if you know what to look for.
Artosis QQ? What is the world coming to?
Sounds like an Idra-ism to me.
Source? Also its kinda hard to speculate when the only info we have been given is 2 rax and that it is supposedly very hard or nigh impossible to see coming. Sounds kinda impossible to me, but I will defer to more skilled players...
Still a source or even some general context would be nice...
Check his Twitter.
I'm sure it isn't a big QQ, more like an observation, something that someone's thought of that nobody has thought of before. Marines mixed with reapers??? I dunno.
I knew about this rush since Beta. Essentially its a 2 barracks with reactor addons and constantly making marines.
Its even more effective if build close to the enemy base.
Its hardly a "rush" more like fast attack to the brink of all in and its not "unstoplable", Artosis has a like for the dramatic.
You can easily stop it, if you scout it by building a spine crawler and then a second hatchery in your main base. Its a pretty all in build and once you defend you can easily beat the player from that point on.
doesn't sound that scary to me tbh. Maybe someone got a replay or something?
It must be a 13 double rax chi-zen. Scout at 9 (will build first rax), depot, 12th scv builds second rax as 13th comes along. Double bunker else, pump marines and win with 1300 minerals in bank? No rax before 13th scv in production.
reddit is some good shit.
source: http://www.teamliquid.net/forum/view...c_id=170183#16Quote:
Originally Posted by Artosis
this sounds icky..
ick...
Ran into a version of this during some PvT. I made 2 early stalkers which I microed alot, but the guy had 6 marines and basically all his SCVs coming. Couldn't really stop it.
Mules should get a nerf.
with P i guess you have more of a shot, maybe if you get those stalekrs out and in his face asap, youl ahve enough leeway to mciro back while killing some marines, before getting cornered in your base & having to use lots of probes. idk im no good with p at all.
... anyway, the name for it is the chi-town two-rax ... (as named by a fake kanye-west replying to Artosis tweet.. i like the name but not the strat, tho i havnt faced it yet i think.
this sounds silly...
there is an unscoutable Mothership rush! ffs everything is scoutable
the thing is, if you need to scout at 7-8 to see it in time, that means you will be behind significantly if your opnent is going for a more normal build...
what is my fault exactly?
im being purely hypothetical here, but if i am FORCED to scout so early that its crippling, to HAVE A CHANCE to defend against a certain rush, then this is a possible source of imbalance. (in the actual case, marines kill the first scout and denies further intel by positioning at ramp)
... a terran that does this can be going for this sort of allin marine scv rush, or expand, or tech to a slightly later powerpush.
... i think a sacrificed overlord might help, if imed corectly, but these thngs move so slow that the starting poistions and scout-patterns of teh OL's become crucial - some very random factors..
the other day i lost to a horribly executed 1base 2port banshee rush, because he placed his tech too far back for me to see it and i "only" had two spores and 2 queens and lair just finished when he attacked (because felt obligated to prepare for about 4 other probably timing-attacks that could have been coming)
... im not acutaly calling imbalance here(n'or "not" imbalance), im just saying, it can be frustrating, and if it goes on, it might force zergs to go for early aggression / poking much more often even knowing they may well lose units and fail to cause worthwhile damage - this, just to be sure to gather information on their opponents build so that they can adjust their continued build accordingly.
It seems pretty hard to scout although I don't think I will see play like that in my league. And even if it happens, it will probably be poorly executed giving me a better change to make Banelings in time.
Also, is this build the one showed in this video?
http://www.youtube.com/watch?v=cKzth5e3VPo
That video reminds me of gabbek :P
should laugh or cry?
... i would say its funny because its true, but really its not funny. its scary :(
I was about to say that this is easily countered by fast infestors. But then I remember he only did this when he saw a fast expansion. I am a bit confused here, but it seems banelings and creep is the only counter?
you need to scout that hes still on low / no gas quite far in and be very careful and stay safe from there on.
the actual timing on the attack can be adjusted to how you play / what you manage to see, especialy if he scans you, as artosis said.
I don't know if any of you are watching GSL season 3, but Artosis was in fact correct. It has dominated every zerg player so far, except surprisingly Rainbow (aka HopeTorture) who lost to a zerg who went fast banelings. Banelings seem to be the only viable counter but you can't scout once they get marines out, so even if you do get banelings the terran player might just do a fake rush to force lings and then stay at home and macro while you're behind.
It's pretty painful watching people lose to it in GSL 3. I hope someone will create a solid counter sometime during the tournament. But as of now, Artosis was definitely right. It's pretty much unstoppable atm.
I think all they really need to do is make Overlords speed faster or make overlord speed an auto skill given by lair.
This is easily beaten through scouting, and the only reason it's OP is because of the lack of scouting ability. Sending in an overlord to see his lack of gas is a sure way to die to a mass group of marines.
I had this done to me recently. I scouted the lack of gas and tried to adapt....Still lost though.
It really is an annoying rush
I've had it done against me a few times and I'm protoss. Its possible to defend against with some probe use, but invariably I lose a lot more than the terran player since I have to focus on both killing rines and making sure no bunker comes up whereas the terran just needs to kite. Terran suffers a relatively small economic set back due to mules. Hence even if I survive the initial onslaught and the next 2-3 waves, they usually can get an expo up with their economic advantage and I'll end up losing the macro game. A timing push with colossi seems to be key, but I can't get it out in time.