In strategy games, to perform a rush, the attacking player focuses on quickly building a large number of weak units (or some very rare and potent early game units) early on in the game with the hopes of swarming the opponents before they can defend themselves this is to catch them off-guard and often to cripple the opponent's economy structures. In the real-time strategy game StarCraft, a Zerg rush is a strategy where a player using the Zerg race tries to overwhelm the opponent through large numbers of smaller units before the enemy is fully prepared for battle. It is also known as a zerg or zerg rush, a term which originated in the video game StarCraft to describe a common strategy for players of the Zerg race. In video games, rushing or rushdown is a battle tactic similar to the blitzkrieg or the human wave attack tactics in real-world ground warfare, in which speed and surprise are used to overwhelm an enemy's ability to wage war, usually before the enemy is able to achieve an effective buildup of sizable defensive and/or expansionist capabilities. but having all that gas and spire - I maxed out on corruptors, while my allies were holding with mass marrine while switching to widow mines and thors :) One got 43 or 47 air kills )īut usually I got for hydras with or without roaches before them.Not to be confused with Rush (video game). The other one I wanted to harras with muta (2T+Z vs 2P+T) but sadly they all went air and even liberated all of my mutas. In first game it actually was lucky as opponents did lurker nydus runs - and I had ready counter few pixels away. Thankfully muta managed to pop out, and our cannon rusher got a bazylion of voids.īut I had other games like 3vs3 where I was the most inside player - I went quick muta. I've dumped some roaches from 2 bases, defended flank with ally roaches, and some time after went with hydra to defend the other, cheesy flank (look dangerous and buy time, as they were stronger there). My last 4vs4 was 3z+P vs 3P+Z, so our protoss cannon rushed, one zerg ling rushed, I did some minor probe hunting, my flank team mate scouted their flank, but in general our flank was macro. Sometimes a mix as some rush, while other macro behind it. There are two basic options - a rush or a macro. Team games can be very different and in case of 4vs4 composed of multi-tier players like from bronze/unranked up to diamond/master. I want to say a pool is at like 12 or 13 supply? Someone else who knows builds better could give you specifics. The problem with this is that by committing so much larva to harass, you have just limited your income potentially worse than you opponents simply by your own lack of workers produced.Īlso, there is a faster build to lings. Another way of thinking of this is that during your harass, your goal is to kill enemy workers and limit income. With 15 lings going in for your "harass", you are losing a lot of mining by not building drones instead of some of your army units. In 1v1 however you need to be able to have a strong economy behind those lings and be teching up while your harass is going on. Your ling rushes probably work really well in those games because you have basically done your job in the early game by doing this. Will you get lings up fast with that build? I imagine it would be pretty quick, but in 4v4 you are then relying on your teammates to pick up your slack on the macro side of things (especially economy). I only played team games for years (Wing's of liberty years) up until about 6 months ago, and 1v1 is a totally different animal. I'm only gold so take this with a grain of salt, but any team games you get into will be completely different from 1v1.
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