scottie said:
zarx said:
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
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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
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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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I have yet to see a single game where the winner did either of the following
Had more than 15 combat units
Had more than 2 types of combat units
This whole, rushing army that transitions into a lategame army doesnt happen. It did in SC1, you used a rush to weaken your opponents economy, whilst keeping your going, then sent another wave to weaken them further. In SC2 you send in a rush to kill straight off the bat.
As for scouting, it just doesn't work. Considering a fight of non terran vs terran (if you're going to rush, you play terran, if you're going to play terran, you rush, so assuming we want to compare rush vs non rush we have to compare terran vs non terran) If you scout early, all that you learn is that your terran opponent is building a lot of SCVs and probably a barracks. If you scout late, you learn that your opponent has at least 3 marines, and that is all because your worker dies too quickly to see mor
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Scouting doesn't work? Are you playing the same game? The point of scouting isn't to see everything, the point of scouting is to see a little and make an educated guess as to what you don't see.
Even the pros rush, but rarely, since it is overall the weakest strat, but used properly can be tricky and throw off your opponent in a series.
Also, I hope you're not confusing rushing with timed pushes, there's a HUGE difference.