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[D] Cutting marines in the early game - Page 2

Forum Index > StarCraft 2 Strategy Prev 1 2 All
 
 FabledIntegral   United States. August 06 2012 01:13. Posts 8399
Profile Blog # 
I don't believe this is what powering is, contrary to what some people mentioned earlier. At least, that's never the context I've heard it used, ever. I'd much sooner just call it cutting corners as someone mentioned above, which is also similar to simply playing greedy.
Old Post

 
 Willzzz   United Kingdom. August 06 2012 01:23. Posts 685
Profile # 
I would generally associate powering with getting together a large army. So cutting marines to get more production could be called powering, but perhaps longer term investments shouldn't be.
Old Post

 
 falcoiii   Canada. August 06 2012 07:59. Posts 43
Profile # 
I have cut my first marine vs. zerg before.

The early flow of a 1 rax FE is this:
Depot, rax, OC, start marine, wait for CC minerals.

If I see that he went hatch first and the pool is not finished, I cancel the marine that has been started to get the CC up faster.
I am not a robot
Old Post

 
 aaycumi   England. August 06 2012 21:24. Posts 233
Profile # 
The first Zealot is good against E-Bay blocks and Bunker rushes defensively.
And acts as a health buffer for Stalkers on the offense. It is useless for fast expands without pressure though.

As for Marine cuts use SC2planner.com and you can see the difference a Marine cut makes.
But the Marine cuts is purely because Terrans delay Supply Depot (2) for a faster Command Center (2), and Gas in TvZ no other reason to skip them.
 
Old Post

 
 oOOoOphidian   United States. August 06 2012 22:46. Posts 1249
Profile # 
This used to be more popular before 14CC became standard. If you scout, you can cut the marine, but if you don't scout you should make it to be safe. I just 14CC.
http://www.twitch.tv/ooooophidian
Old Post

 
 FabledIntegral   United States. August 07 2012 04:33. Posts 8399
Profile Blog # 

On August 06 2012 22:46 oOOoOphidian wrote:
This used to be more popular before 14CC became standard. If you scout, you can cut the marine, but if you don't scout you should make it to be safe. I just 14CC.


What are the advantages to 14 CC over 15 CC?!
Old Post

 
 oOOoOphidian   United States. August 07 2012 11:23. Posts 1249
Profile # 

On August 07 2012 04:33 FabledIntegral wrote:

Show nested quote +
On August 06 2012 22:46 oOOoOphidian wrote:
This used to be more popular before 14CC became standard. If you scout, you can cut the marine, but if you don't scout you should make it to be safe. I just 14CC.



What are the advantages to 14 CC over 15 CC?!

If you 14CC you are cutting a worker, but you get both of your orbitals at the same time and can skip the depot (the CC finishes in time to continue production). That's why we see it a lot now with a 2 rax followup most of the time.

15 CC doesn't cut the worker, but you have to build a depot or end up cutting your production anyway. It's also easier to block/stop a 15CC as it starts and finishes a bit later, but that's not the main reason.
http://www.twitch.tv/ooooophidian
Old Post

 
 rQvicious   United States. August 07 2012 17:46. Posts 88
Profile Blog # 

On August 06 2012 00:41 Pokebunny wrote:
I think making a marine and going 16 cc is pretty much always the better option - if you cut marine you are risking a probe delaying your natural (more than a few seconds) or a probe harassing your scv off of building, which basically makes up the ten seconds.


i agree with pokebunny; you need that 1 marine to stop the scouting probe from delaying your CC.
"It is the mark of an educated man to entertain a thought without accepting it."
Old Post

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