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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. Nikzad

    Nikzad New Member

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    hahaha I have noticed that actually

    It's funny though how Power challenges a mini-dissertation by Remy with one or two sentences
     
  2. Ghost

    Ghost New Member

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    Sweet, I ddnt know that.
     
  3. DontHate

    DontHate New Member

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    Yea i didn't know that untill like a couple months ago.
     
  4. PowerkickasS

    PowerkickasS New Member

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    :O
     
  5. Ghost

    Ghost New Member

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    Anyway back on topic.

    Ive noticed that I can have 2-3 fbats by the time people attempt to zerg me.
     
  6. Blackness

    Blackness New Member

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    Nah i believe rushing should stay the way it is... there are some maps where you normally rush, and some others when you don't..
    The point is that you have to balance tech and army in order to win, which, in the end, if both sides survive in rush, turns into a long and a gg :)
     
  7. Ghost

    Ghost New Member

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    Anway, a good player should be able to get an early attack/defend force without disrupting their tech build.
     
  8. kingsky123

    kingsky123 New Member

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    rushing... will always be part of the RTS gaming =P. so will turtlers
     
  9. marinepower

    marinepower New Member

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    Rushing is always looked upon as a great skill to have. Even if an RTS game goes to great lengths to prevent it, players will also figure out some way to rush an opponent and suprise them. Besides, this game is mostly being shaped by the best Korean players out there, and most of those televised matches last around 5-25 minutes MAX.
     
  10. mc2

    mc2 New Member

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    My favourite game length is 30min - 60min, starcraft time. That's why I oppose rushing :p
    I usually don't like games where the winner have score points less than 1 million. Large, full scaled battles are more fun to watch than quikcly skirmishes.
     
  11. PowerkickasS

    PowerkickasS New Member

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    yes and thousands of kills and deaths! muwhahaha >=D fastest maps! woohooo
    but still progamers could get in quite a few hundred units in a 10-30 min game so still pretty large


    Edited out quotes. Please read the forum rules and refrain from quoting unnecessarily.
     
  12. Remy

    Remy New Member

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    As much as I like various rush options and text book game flow, I actually prefer long games.  Well, at least in team games anyway.
     
  13. 10-Neon

    10-Neon New Member

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    I prefer my games to have both. As it happens, most of my friends can rush well, but rarely to the point of ending the game at the rush. To us, the rush is more or less a decider of later tech choices and ...something to do while you're otherwise building and mining.
     
  14. zeratul11

    zeratul11 New Member

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    hi.

    uhm. i dont like rushes really (specially the cheap bunker rush, build them at the side or back of enemy minerals)

    i think its more fun to build up your unit (up to tier 3 maybe) to win games.
    yah, pro gamers may disagree. but anyway if rushes will be gone, ALL units, tech resereach, abilities will be use thus it adds up more strategy rather than just building mostly tier 1 units and micor them.

    i like to see tier 3 units to be use always in starcraft 2 even by the pro gamers and lets see how they micro them. microing all different kind of units is more challenging than microing only marines and vultures in one game sitting. micor bc, predator, and banshees etc, not only 2 kinds of units in a battlefield. this will allow them to increase their skills(micro n macro) to the next level.

    you may be good at rushing and early games, but what if you allow your opponents to build armies lets see how can you handle them. you will then need to micro more and heavy units like thors mid and late games. i know that the starcraft 2 will be different in terms of using units unlike in starcrat 1, like just a simple reaver drop can win you battles. even a few sunkens or canons cant take them out.

    the idea of destroying workers and the main base(cc, nexus, and hatch) 75% of the times win games for you. i dont like it at all. i want massive unit battles to determine the outcomes.

    so heres my idea (options). 8)

    option1 nexus, cc, and hatcheries should have an increase sight range so that you can see enemy coming or trying to build something near your territory.

    option 2 nexus, cc, and hatcheries should have attack (planetary fortress like) at the start of the game or maybe not at the start of the game(upgrade). ^^ <-no more EARLY rushes and cheap shots in mid and late game on your workers and cc, nexus, hatch.

    option 3 increase the hitpoints of scv, probes and drones, (+30 maybe) but decrease their attack. just to survive early rushes and cheap expansion rushes.

    option 4 increase the hit point of the main bases(cc, nexus, and hatch). nexus, hatch, and cc should get like +300 hit points. its your MAIN building after all.

    option 5 ALL workers can HIDE inside the nexus, command center, and hatch. why did they only applied this for the terrans? and why only 5?

    option 6(and my best idea)
    INCREASE the hitpoint and attacks of defensive structures like canons, bunkers, sunken colony, turrets etc. they are defensive base structure after all. people dont usually build a lot of this base defenses in games, so maybe increasing hitpoint and attacks will change that. and tier 2-3 units and mostly Air units (bc, warprays) should be the ones who can out an enemy well fortified base defense not basic units like hydralisk and dragoons.

    thats all.

    OR there should be a 2 default setting for all types of games in bnet(pub games) or LAN games(pub games).

    1st no rules. anything goes.

    2nd. No rush rule.

    in this kind of game, you can't attack your enemy structures(buildings) 12 minutes prior to the start of the game. this allows you to build your units and ready them to battle. also you can start building you base defenses to counter cheap base attackers. but at the start of the game you can kill units to destroy early enemy scouting, but not enemy bases.

    or you are not allowed to build any structures near the enemy's nexus, or cc, or hatchery. (error..you cant build there.)

    or you cannot build any units except for workers and you cannot build another nexus, cc, hatch for 12 minutes at the start of the game. all oher structures are buildable.


    i hope you guys got my point. and i hope some blizz dude will thought of this 8)

    obviously im not a pro gamer or an advance player and im not a noob at all. im somewhere in the middle. 8)

    anyway I JUST WANT BASES NOT EASILY BE DESTROYED by simple attacks. the attacks should be repeated many times or by a horde of tier 3 units siege to detroy bases. so base defenses like canons should be BUFFED UP. this will add MORE STRATEGY I BELIEVE! you will need more than this and that to take out the enemy base that is well defended by canons etc.
     
  15. paragon

    paragon Guest

    rushes are a pivotal part of the game and if you hate them then get better at defending against them by means already in the game. So, I disagree with everything you said.

    Especially the 12 minute thing. Most games I play are over before 12 minutes. Having to sit around making workers for 12 minutes would be god-awful boring
     
  16. zeratul11

    zeratul11 New Member

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    yah sure i knew it was coming. all people will surely disagree with me.

    anyway i hope there is a new setting in battle net for starcraft 2 that allows player to only fight equally skilled opponets as they are.

    but why? why no battlecruisers, carriers, ULTRALISK, etc, in most pro gamers fights. whhhy?

    wait i know because they invented this basic units efficiency, quick and micro ways of winnings. =\

    nah, i think the 12 minutes game would be nice and thrilling. 8)
     
  17. Itsmyship

    Itsmyship New Member

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    Mkay, off topic, but could someone tell me a good, fast, and efficient build order for Terran? Zergling rushes own me a couple of times when someone decides to do it :-\
     
  18. zeratul11

    zeratul11 New Member

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    barrack then build 3 marines.

    even in smallest maps like challenger. by the time 6 zerglings rushes you, you should already have 3 marines unless your doing something else. and they can take care of those zerglings. another next quick wave of zerlings rush? then a bunker will do.

    well... it works for me.
     
  19. millions

    millions New Member

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    in WC3 you could actually harass the opponent and tech up really hard to go to straight tier 3 maybe in sc2 you can build some early defense and push to tech up. Protoss has movable cannons and terran has refund so early defense might not be so bad since the defense is more flexible in this game than sc1

    i remember in sc big game hunter map unlimited resource no rush for 20 mins lol... oh man those games made my comp lag like it would be a 4 on 4 max food limit with everyone i would be the jerk and mass lings kill off my drones to make those extra lings for max lings. oh yeah and there would insane amounts of defense buildings surrounding the base
     
  20. Eye_Carumba

    Eye_Carumba New Member

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    You will only fall to rushes if you build incorrectly. Even if they pull the faster zergling rush, you can still defend yourself and they will be crippled until you get them. Rushes are a huge gambling, and they have to work or you loose by trying them for real. If you get the building order correctly, and the structure placement also correctly, noone will get you easily.

    But I've forgotten the terran build order. I never played them much, and I don't play for almost a year. All I recall is that you must start the barracks before the supply. The correct number of SCVs before you start I don't remember. And to prevent rushes, you HAVE to build a bunker, otherwise Zealot rush will kill you. Build it near you CC and your minerals.

    EDIT: This order might be greatly incorrect, but I think you build 2 SCVs and then barracks. Then 1 SCV, gather money and then 1 supply, and once you get the money another SCV. After that start making 4 marines ASAP, and build a bunker. Then continue to make SCVs and make another 4 marined bunker. Make the bunkers on the edges of the mineral field, because the CC and Barracks can lift off should you need it.