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For my 1v1 Fastest training map, players willl be given a certain amount of time before a typical strong push begins on their base: what's the most difficult push to hold?
- Terran 4 Rax bio--hitting as soon as stim finishes (as zerg or protoss)
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0 (0%)
- 4 Gateway middle zealot push (as all races)
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5 (55.6%)
- Reaver aggro, DT/shuttle manipulation (draining comsat energy), or competent storm drops
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0 (0%)
- Slow cannon/reaver push with corsairs containing units from the side (as zerg mostly, but terran also when they choke)
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0 (0%)
- Early Lurker rush or smart muta harrass (as terran or protoss)
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1 (11.1%)
- 4 Hatch speedling flood (as any race)
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0 (0%)
- Zerg turtle into mass guardian/devourer
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1 (11.1%)
- 3 factory vultures with mines (as terran or protoss)
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0 (0%)
- 2 HydraDen/Evo chamber 1/1 speed/range timing push
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1 (11.1%)
- Dragoon w/ Range, +1 Corsair, and either DT/shuttle, reaver/shuttle, or HT/shuttle
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1 (11.1%)
Total Members Voted: 9
Voting closed: January 24, 2021, 01:34:11 am
Author
Topic: Hardest Timing Pushes to Stall or Repel (Read 32231 times)
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Prize Pool (SCW61)
| Rank | Mode | Prize |
| 1 | 1v1 | $1000 |
| 2 | 1v1 | $300 |
| 3 | 1v1 | $100 |
| Rank | Mode | Prize |
| 1 | 2v2 | $300 |
| 2 | 2v2 | $250 |
| 3 | 2v2 | $200 |
| 4 | 2v2 | $150 |
| 5 | 2v2 | $120 |
| 6 | 2v2 | $80 |
| 7 | 2v2 | $50 |
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