Rushes - good or bad?

Discussion in 'StarCraft 2 Strategy Discussion' started by Raylito, May 15, 2009.

Rushes - good or bad?

  1. Raylito

    Raylito New Member

    Joined:
    May 15, 2009
    Messages:
    52
    Likes received:
    0
    Trophy points:
    0
    I see on many games played these days, the players rush very very early. The early game becomes like an arcade game - whoever can build the first rush team first. It makes 8 out of 10 games rush games. It becomes about 3 or 4 low level units rushing to kill off a bunch of svc's.

    If however this can be made more difficult to rush, we'd see a lot more middle and end games with advanced technology, more strategy and greater map exploration, tech trees etc..
     
  2. Sueco

    Sueco New Member

    Joined:
    Mar 25, 2009
    Messages:
    148
    Likes received:
    0
    Trophy points:
    0
    If you get your ass kicked in a rush, you would get absolutely destroyed by that player in a tech-game. See it as a way of expediting the process.
     
  3. Raylito

    Raylito New Member

    Joined:
    May 15, 2009
    Messages:
    52
    Likes received:
    0
    Trophy points:
    0
    I disagree - very early game rushes favor the player who has the quickest mouse-skills - not necessarily depth of strategic thought. The person who manages to get the most minerals quickly and produce the first army and get it across the map to take out the enemy svc's and base would effectively win. Not much variation, and 80% of all starcraft games are like that. Highly skilled very early micro managers winning all the games.

    The main skill in a early rush-type game is in speed and mouse skills. Not that much strategy or tech.

    Get past the first 10 minutes, and it becomes a whole different and more involved strategic game.. where people with slower mouse-skills and more strategy and thought could win over a faster arcade-type player.

    Lets make it so that early defenses are slightly stronger - making the early rush not that appealing..

    Rushes are also a fun part of the game, but they shouldn't be the MAIN factor..

    I would prefer seeing Ultralisks, Battle Cruisers etc.. batting it out than to mostly see zerg versus zeolots or marines etc...

    The ways to make this different:
    1. Bigger maps - by the time the rush party gets to the base, they have build defences.
    2. Allow the main structure to have minor defences that would be a major factor in early game, but not count so much in later games... this would stop rushes. Zerg structure could have tentacles that fight the enemy. Terran could have small guns mounted on the sides. Protoss could use a small laser or energy blast..
     
  4. Sueco

    Sueco New Member

    Joined:
    Mar 25, 2009
    Messages:
    148
    Likes received:
    0
    Trophy points:
    0
    I'm sorry but this is not chess. Building and Unit commanding abilities are 90% of the win. The resting 10% are so called build orders (BO) that anyone with half a brain can learn in 10 minutes. Once you've mastered that, you can start discussing a personal strategy.

    I see no reason to protect a player so he can tech if he can not properly defend his base against a rush. Learn to resist a rush, then you earn the right to tech.
     
  5. Maelstrom

    Maelstrom New Member

    Joined:
    Dec 9, 2007
    Messages:
    439
    Likes received:
    0
    Trophy points:
    0
    From:
    Buenos Aires, Argentina
    You should check some of the pro gamer matches, and you will notice that ALL of them apply early pressure, and rush tactics are fairly common. It is true that some players feel much more comfortable in the mid-late, and that is exactly why these techniques exist.
    Fortunately, there are many ways of preventing them (I.E blocking a choke point with buildings, constructing defensive buildings like sunken colonies or bunkers, counterattack on enemy base, repel attack with good micro, etc)
     
  6. i2new@aol.com

    i2new@aol.com New Member

    Joined:
    Jul 27, 2007
    Messages:
    832
    Likes received:
    1
    Trophy points:
    0
    Lets think about it this way. Lets say a player rushes you and you loose. The match is over. You couldnt keep up enough to build either enough defence of offence as your defence

    If you survive the rush not only my you be crippled but the may know what you have, what your going for, or know that your crippled(meaning he's ahead of you and will more likely attack again or tech enough to kill you later)

    Rushing puts you in the advantage so the question is why wouldnt you rush?
    if you turtle and your weak on scouting you have blocked your self in and even possible cut your self off from possible quick expansions and we all know (or atyleast the good players know) field control is one step closer to a win. Thats all apart of scouting.

    Elements of a rush:
    a rush can easly evolve into anything else aslong as you have the movement to counter act the enemy

    -crippling the enemy is what your aiming for. Even if you loose your army if you took as many Miners with you as you could this puts you ahead by a landslide some times. If the enemy was teching he cant tech any further or even build men to defend himself. HE HAS NO WAY of getting money as fast as you are.

    -Rush/scout. Rushing an enemy while there teching gives you the best idea of what there planning to do. Lets say your playing terrans (in SC2) the enemy is protoss and you some how figer he is going stalkers/immortals Your going to cut to murauders which you should already have. It doesnt take long for him to be run over if he is teching and only building zealots that arnt even upgraded. Early build units still can kill even the highest tier units so knowing the enemy is key in victory. If your in the enemy every 2 seconds from the start of the match it isnt very hard to figer things out and prepare your self.

    All i'm basicly trying to say is rush the h*ll out of the enemy. just dont lose more money in the rush then you can destroy in his base.
     
  7. Sueco

    Sueco New Member

    Joined:
    Mar 25, 2009
    Messages:
    148
    Likes received:
    0
    Trophy points:
    0
    its quite simple. Money spent on rushing units is not spent on teching or expanding. A rusher gambles that the economic damage he will do outweighs that loss of momentum.

    Sometimes it does, sometimes the rusher simply gets countered and is at disadvantage the next 10 mins or so, which are crucial. Sometimes the other player sucks and actuallly loses the game to the rush.

    Its that last kind that usually calls for additional guns on bases, builds more towers than units and then complains when he gets crushed by a t3 army feeded by 4 expansions, since the game didn't have "depth" enough to allow him to do whatever he pleases and still let him win.
     
    Last edited: May 15, 2009
  8. darkone

    darkone Moderator

    Joined:
    Jun 29, 2007
    Messages:
    4,698
    Likes received:
    6
    Trophy points:
    0
    From:
    Mississippi
    Rushes are fairly common, but people who are good at them, are good at them cause they do them a lot, they have a lot of practice with rushes, MEANING, they do not however have a lot of practice with mid and late games. This isn't always the case of course, but it happens more often then not.

    No it isn't chess, Build Orders are huge, if you say it like that again, I will smack you. Learning what the bo is, isn't so bad, learning the timing is a lot harder. Building units, is called macro, using them is called micro. What you are microing and macroing depends on your build order. BOs are huge. If you don't use BOs, you're nub. If you use the wrong build order for your opponents bo, well you're not nub, you just need more practice. If you say how little BOs matter, it just shows how little about the game your really know.

    This is a fairly common strategy for 2v2 games, the player with the better micro applies pressure for the game, while the player with the better macro techs and gets really big, so when the other two players can finally fight off the micro guy that doesn't have a very strong eco, the macro guy can take over for the win.
     
    Last edited: May 15, 2009
  9. Karma-Factory

    Karma-Factory New Member

    Joined:
    May 14, 2009
    Messages:
    20
    Likes received:
    0
    Trophy points:
    0
    From:
    Dacula, Georgia
    Rushing in any game where it is applicable is fine. It's just another strategy players need to learn to do themselves and prevent.
     
  10. Gforce

    Gforce New Member

    Joined:
    Jul 29, 2007
    Messages:
    887
    Likes received:
    1
    Trophy points:
    0
    rushes are a legitimate strategy, its something we all have to get used too.

    Dang it karma, said what i wanted to say
     
  11. Sueco

    Sueco New Member

    Joined:
    Mar 25, 2009
    Messages:
    148
    Likes received:
    0
    Trophy points:
    0
    Standard build order for UD in WC3.


    Crypt
    Altar
    Aco Aco
    Zig.
    Ghoul, Ghoul, Hero.
    T2
    Graveyard.
    More ghouls.
    Tech building of choice after hitting T2


    Thats a BO.

    Its so simple that its really a child's play to execute it right. After these first 10 mins you can afford to lose 5 secs or so when making higher tiers.

    BO's are basic stuff to learn, no big deal really. Once you can do them right you can start tweaking with a playstyle of your own and tactics. Don't become too religious about them or youll be easily predictable though... that's my advice.
     
  12. Gforce

    Gforce New Member

    Joined:
    Jul 29, 2007
    Messages:
    887
    Likes received:
    1
    Trophy points:
    0
    i found being insane, is the best play style. Keeps them guess and myself sometimes, but the voices say it works.
     
  13. darkone

    darkone Moderator

    Joined:
    Jun 29, 2007
    Messages:
    4,698
    Likes received:
    6
    Trophy points:
    0
    From:
    Mississippi
    Why didn't you use an example with SC?

    And you do the BO that counters the one your opponent is doing, or matches it at least.

    Timing is a big part of BOs too.
     
  14. Karma-Factory

    Karma-Factory New Member

    Joined:
    May 14, 2009
    Messages:
    20
    Likes received:
    0
    Trophy points:
    0
    From:
    Dacula, Georgia
    I thought the point of a BO wasn't for just what you need but what you need to counter an opponent. Anyone can follow a list. The skill is adapting the list to each individual game.
     
  15. Sueco

    Sueco New Member

    Joined:
    Mar 25, 2009
    Messages:
    148
    Likes received:
    0
    Trophy points:
    0
    Sure you can switch BO's after what you see your enemy scouting or what race he is. What i showed is pretty much generic stuff.
     
  16. attackfighter

    attackfighter New Member

    Joined:
    Apr 26, 2009
    Messages:
    20
    Likes received:
    0
    Trophy points:
    0
    I wouldn't say that StarCraft is 90% reliant on apm, look at Saviour for example, he's one of the best zergs out there, but he also has one of the lowest apm's in the pro league. You really just need enough apm to support your build, then the game's more like 70% unit positioning, timing and decision making.

    To the OP; you can start strategizing right off the bat, with building positioning and scouting. If you're losing to early zealot/ling pressure, you can easily get some extra early defences. Consider going for some early pressure of your own, it might put you behind a bit, but you'll atleast get to see mid and late game once in awhile.
     
  17. Simbob

    Simbob New Member

    Joined:
    May 1, 2008
    Messages:
    481
    Likes received:
    2
    Trophy points:
    0
    From:
    Australia
    ^ Spot on brother :)
     
  18. Gforce

    Gforce New Member

    Joined:
    Jul 29, 2007
    Messages:
    887
    Likes received:
    1
    Trophy points:
    0
    Yeah, no spam!

    Be original!
     
  19. Raylito

    Raylito New Member

    Joined:
    May 15, 2009
    Messages:
    52
    Likes received:
    0
    Trophy points:
    0
    How about a small upgrade to the main base structure as a cost.

    The cost could be minerals or it could be a drone that mutates on the creep into a small defensive structure.
     
  20. darkone

    darkone Moderator

    Joined:
    Jun 29, 2007
    Messages:
    4,698
    Likes received:
    6
    Trophy points:
    0
    From:
    Mississippi
    Ray, the point of a rush is to hit the player BEFORE he has the defenses to fight it off.