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scottie said:
zarx said:

a rush is often very risky if you don't manage your economy right. tactics like a good wall off, scouting and rushing out and microing units to defend will usually  allow you to counter the rush and if the opponent committed to much to the rush they will easily be killed in the mid game. it's all a matter of balance. And if everyone starts just rushing the smart players will all just devise counter rush strats and win every time. IMO anyway


But the different forms of rushing require exactly the opposite strategy - what you build to defend against marines is the exact opposite to what you build to defend against Banshees. And unless you are much much much better than your opponent, you wont be able to try  to do both counters because you won't do either well enough


that's why you scout and harass. If they have time to tech to banshees and build a marine army then if you scouted then you should have time to counter both or counter attack your self, on the other hand sitting in your base trying to predict what they are going to attack you with will usually lead to you losing. 

And if they rush marines it will take longer to get out a Banshee and by that time the Banshees aren't really considered a rush. A rush as I understand it is attacking the enemy as soon as possible, 6 pool zerglings etc is a rush. I think you seem to have more of a problem with the very fast pace of starcraft 2 rather than rushing. Yes everything has a counter and yes every second counts. Starcraft 2 is a totally different game to AoE2 for example, AoE 2 is a relatively slow passed game where rushing is not really an option at all and a bigger army will almost always win, unless war elephants are involved of course, that game encourages building up a large city and a large army over the more fast passed rock paper scissors gameplay in SC2 that encourages scouting and micro over large armies in the early game and transitioning into large armies in the mid to late game. 



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