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Solution to the lame proxy gateway in toss vs toss

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7VlesSiah



Joined: 16 Feb 2001
Posts: 2456
Solution to the lame proxy gateway in toss vs toss

Make probes stronger against zealots. This mirror matchup is broken on any 1v1 map.
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Post Tue Aug 31, 2010 1:16 am 
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kublikhan



Joined: 11 Jul 2003
Posts: 2849
Location: Schaumburg, IL

Won't the new patch help alleviate this a bit by making zealots take longer to warp in?
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Post Tue Aug 31, 2010 2:03 am 
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7VlesSiah



Joined: 16 Feb 2001
Posts: 2456

quote:
Originally posted by kublikhan
Won't the new patch help alleviate this a bit by making zealots take longer to warp in?


I am not really sure how it will effect it. The only thing that can deal with the early zealots is zealots. It might make probes attacking the pylon possible.
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Post Tue Aug 31, 2010 5:28 am 
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The_G0D



Joined: 09 Oct 2007
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Location: New Zealand & Australia

affect*
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Post Tue Aug 31, 2010 6:18 am 
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Sypher



Joined: 18 Sep 2000
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Location: Detroit, MI

slower zealots in turn means faster stalkers
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Post Tue Aug 31, 2010 7:06 am 
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BanMe



Joined: 24 Jul 2003
Posts: 2472

slower zealots should fix it, but I wonder if proxy barracks is going to own toss a bit more now. It can already be pretty brutal if in the right circumstances.

Last time it happened to me was scrap station, I saw he had no rax so scouted all over my base - it was fine. Turned out he 9/10 raxed in his own base on the side and floated em over, so they landed after I had scouted. I still chrono'd out 3 zealots but lost anyway due to easily micro'd marines.

I MAYBE could have won if I pulled all my probes (which I did) and micro'd perfectly - i.e. attack move with zealots, move past with probes for surround (which I didn't, did attack move with all )

But yeah facing that with 5 second slower 1 zealot, 10 second slower 2 zealot, etc... doesnt sound fun
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Post Tue Aug 31, 2010 12:03 pm 
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Rat



Joined: 24 Mar 2005
Posts: 1045

wtf dont nerf the 2 gate rush. mirror should be quick chesse cuz its so boring playing it.
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Post Tue Aug 31, 2010 12:35 pm 
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turtleman@can



Joined: 08 Apr 2003
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Location: Canada

quote:
Originally posted by Rat
wtf dont nerf the 2 gate rush. mirror should be quick chesse cuz its so boring playing it.


kinda how I feel about it although I'm not a big fan of mirror matchups in general, I just find protoss to be the least exciting.

Post Tue Aug 31, 2010 3:13 pm 
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7VlesSiah



Joined: 16 Feb 2001
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If probes could actively participate in the defensse without getting slaughtered we would be rid of that lame ass strat in pvp. The proxy gateway adds nothing good to the toss vs toss match up. It is skilless.
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Post Tue Aug 31, 2010 3:37 pm 
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turtleman@can



Joined: 08 Apr 2003
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Location: Canada

I think the problem is just the 1v1 maps. Half the ladder maps are like sc2 versions of bloodbath with only 2 starting locations

Post Tue Aug 31, 2010 4:28 pm 
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Kyr.Luoson



Joined: 01 Oct 2008
Posts: 1696

My idea to fix proxy gateway rushes is to make it so Chrono boost has a range simlar to the sensor tower - thus defence can still be strong but it weakens proxy gates

Post Tue Aug 31, 2010 4:33 pm 
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stoned@chayliss



Joined: 21 Aug 2003
Posts: 2427
Location: Indiana USA

what the fuck are you guys talking about

Post Thu Sep 02, 2010 6:31 pm 
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Kith-Kanin



Joined: 15 Sep 2000
Posts: 4449

You can defend proxies with 1 gate/forge (depending on the map), but cannoning up gives him map control for a little while and unless you do VR's or DT rush you're better off just 2 gating as well.

Post Fri Sep 03, 2010 12:46 am 
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7VlesSiah



Joined: 16 Feb 2001
Posts: 2456

by proxy gateway I mean his proxy is end of the line, right inside your base.
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Post Fri Sep 03, 2010 1:53 am 
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Sypher



Joined: 18 Sep 2000
Posts: 5698
Location: Detroit, MI

quote:
Originally posted by turtleman@can
I think the problem is just the 1v1 maps. Half the ladder maps are like sc2 versions of bloodbath with only 2 starting locations


I actually agree with this. Although, even the 4 player maps are pretty bad as well due to their small size.

The current map pool consists of extremely small maps. I have been playing my buddy on the map "crossfire" in customs and it opens up a lot of possibilities for zerg due to the fact that rush distance is significantly longer than any ladder map.


If you look at the korean pro BW maps, they are all extremely large, which negates a lot of the "cheese" strats like 2gating, proxy, etc. A lot of people even go as far to say that the only balance issue in BW comes down to the map, which would have the same effect in SC2.

Even on Metalpololis, I do not feel comfortable vs Terran unless we are exactly cross spawns. Spawning 6v3 leads to extremely fast reaper/hellion/tank+thor push. Spawning 6v9 leads to fast drops, banshee, etc. Only when you spawn 12v6 does zerg have good reaction time. Even then, if you see a terran player move out and decide to build spine crawlers, their army will arrive at your base before your crawlers are completed.
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Post Fri Sep 03, 2010 6:20 pm 
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The_G0D



Joined: 09 Oct 2007
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quote:
Originally posted by stoned@chayliss
what the fuck are you guys talking about

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Post Fri Sep 03, 2010 6:53 pm 
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Rat



Joined: 24 Mar 2005
Posts: 1045

oh just lost to a #1 diamond player. he 6 pooled me:( nerf plz
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Post Sun Sep 05, 2010 2:15 am 
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