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Rushes - good or bad?

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

Rushes - good or bad?

  1. marcusrodrigues

    marcusrodrigues New Member

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    Marines + Marauders are OP, humpf! By the way, I made it to the Gold league, 7th place, yay!
     
  2. Robbit

    Robbit Guest

    I think rushing is a great strategy. Bash on me all you want. I normally do it against other Toss players, the occasional zerg but normally never Terran.

    Take example I'm playing against another Protoss player. I scout bases not too early but not too late. If I see the other protoss player has say one gateway and is building a cyber core. I'll start pumping out zealots with 2 gateways (my normal BO involves two gateways). I'll probably send say 3-4 zealots into his base ASAP. I keep the pressure up by constantly sending zealots. As soon as I kill most of zealots, I'll send half of my zealots to destroy his probes while other half deals with whatever defense he has left. Even if he somehow warded me off, I would have killed more than half of his probes and his economy destroyed pretty much.

    I view my SCII games as, I don't want this to be a tech battle, who can mass the most battlecruisers/carriers/thors/etc. I want the game to end swiftly and smoothly as possible. Of course not everyone is going to agree with me but that's the style I play.
     
  3. rickking

    rickking Guest

    I find that if you play a lot of rushers that once you have got your hotkeys and mouse skills down once you learn how to absorb the initial attack you gain the upper hand with a counter attack-no defenses :)
     
  4. Farrakhan

    Farrakhan Guest

    I zealot rush 90% of the time as an initial strategy, but I follow a few simple rules:

    1) Pull back if it isn't there. This is the biggest mistake a rusher makes (expecially zerg). If it isn't there, turn back and return your guys to base and adjust the strategy.

    2) Adjust for a large map. If the map is large, I usually won't rush.

    3) Don't neglect your base and upgrades. Send your guys in but continue to upgrade (not just cranking out more level 1 zealots). I'll usually send in a zealot rush and tech up to zealot speed, which is quite effective for any ground counter someone might send my way.

    The hardest part with zealot rush is being countered with air. I'm a lot better and getting some stalkers and a canon or two up in case a good player counters with air.

    One thing that I like about rushing early is that inexperienced opponents will go in hunker down mode cuz they expect a bigger rush. A good player will resist and attack, but more often than not, it is hunker down mode, which gives me time to recover and adjust strategy.
     
  5. bOOn!

    bOOn! New Member

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    yeah man, rush"em and flush"em!! :D
     
  6. Vundo

    Vundo New Member

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    If i have time to find your base, build a small force, run them all the way across the map into you base, and you dont have any defenses...... then it is a GG. What i like is running some lings 6pool to the minerial line. then pausing the game. I like to go for bio break and get a drink before my victory dance
     
  7. DustyShelf

    DustyShelf New Member

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    Isn't this why defensive structures exist?
    When watching top level play I see cheese rushes battled off via good scouting and quick defensive structures. If your enemy is going all in rush and you survive your economy will be better for the next phase of the game.

    As frustrating as cheese rushes can be they are an important risk/reward scenario. Your reward is to be in a winning position if you beat off the attack.
     
  8. Raww

    Raww New Member

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    Rushes shouldn't be killing you. SHOULD NOT. Even from two armies. If you are getting rushed by three armies it is more of a scouting/teamwork issue...

    Anyhow you shouldn't be being killed by a rush! You have the home base advantage! Your reinforcements arrive faster! You have position! Usually a ramp/choke point! Not to mention defense buildings, one or two of these goes a long way!

    Work on defending rushes and winning will come much easier. Usually enemy rushes me, enemy dies off, enemy gets countered and loses... :)
     
  9. Draco Spirit

    Draco Spirit New Member

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    Rushing and counter rushing all about how quick you get guns (or claws, or sword things :D) on the ground. I've won quiet a few game becuse my foe wasn't ready for zerglings.

    If you keep getting rushed, work on your build order and structure placement. There even a nice challange you can train on that all about countering rushers.
     
  10. samifish

    samifish New Member

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    well u never know if your opponent is going for a tier 2/2.5 rush like banshees, so sending one early or ling never hurts. zealots, on the other hand, are costly, so thats your choice. its just to check. ive won some games with three marines just cause the other player went to early immortals.
     
  11. budwyzer

    budwyzer New Member

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    Yeah sorry but ur complaint is really invalid. You say you want the game changed so that early rushes are automatically impossibl simply because you have slow mouse skills? Well sorry pal but the truth is then these people that are out microing you know are simply going to build bigger units and out-micro you later. What needs to happen is you need to learn to rush yourself, doing so either A) you successfully rush a techer or B) you are able to defend against a rush due to you having more unkits because of travel time.
     
    Last edited: Sep 11, 2010
  12. DarkCommander

    DarkCommander New Member

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    Why should rushes be disabled? I mean if YOU lose to them dosen't mean we must change something. A rush is a strategy because the player who rushes must manage his build order etc etc to optimise his rush. And I doubt any random guy would do it effectively.

    If you can't fight early rushes yet. then go and try new things and play games. Complaining on a forum won't make you micraculously survive early rushes...
     
    Last edited: Sep 11, 2010
  13. Haedron

    Haedron Guest

    Rushes is part of the strategy. It's really easy to counter - send a worker to scout thier bases. Once you scout, u have a general idea of what the rusher going for. Different ppl have diff opinion about the meaning of rush. To me it's basically a meaning of getting to do something really quick, doesn't only applies to early game. 7 reaper rush can be countered on a 2v2 map, same goes for 6ling pool, it's just that you need to scout. Scouting tell's many informations.
     
  14. wodan46

    wodan46 New Member

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    If you can't handle rushes the majority of the time, then you have serious problems.

    I always go 9-Depot, 11-Barracks/Refinery, have enough Gas for a Tech Lab once the Barracks finishes, and enough Gas for a Reaper once the Lab finishes. I then send the Reaper off and build a second one. If doing the above didn't wall off, the next Depot will do so.

    The above strat serves all my needs for early scouting, harassing, and countering rushes all rolled up into one. By the time anything that can counter that shows up, I will have an actual army built, usually based off the information gleaned from the Reaper's scout/harass.

    That said, if my opponent 6-pools and I didn't get the 2nd Depot before I got the Orbital Command and 2nd Refinery, then I will have to be extremely careful to survive.