on a good (read: if you can cannon rush) map you can build a pylon at your natural and scout, build a forge on 13, if you scout protoss or terran, cannon rush them, if zerg play standard ffe.
on other maps just build pylon (scout on pylon) and gateway to wall off main's ramp if terran build your core back, if protoss you can continue the wall off if you think they are 4 gating (or 2 gate zealots) or just build the core further back and if they are zerg obviously complete the wall off then just play standard.
also on 4 player maps if i dont scout them first i will send another probe to scout as well since random players tend to cheese you want to scout asap.
I just either go 1rax FE or maybe go 1/1/1 Cloaked Banshees.
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Formerly known as neozxa
Instead of complaining about balance, try, try again.
Earlygame ZvZ is basically a knifefight with suicide bombers.
as protoss i 9pylon scout, pylon at ramp as if youre gate expanding vs zerg, then if i dont scout before its time to build gateway, i will start the wall off and play as if its a zerg, if i scout in time and its P/T ill build gateway not at ramp, if its zerg and he isnt early pool ill nexus first and delayed forge (can be a little risky, might wanna like 16pylon 17 forge, depends how good your chrisis managment is, if you wanna be really safe, get forge on high ground then 16pylon low ground.
against P/T you can play standard.
in terms of scouting for proxy, against P 9 scout on 2 player map is sufficient to get there in time and know theres nothing at home = cheesing you, on 4 player map scout the obvious spots (shak is easy spot - most other maps just middle of map) same as vs T
This is the solid way of doing it the other way of Protoss is the cannon method. you get PvT you cannon expand. PvP you cannon rush. PvZ be inventive
not really THAT much in our league, i believe my macro to be reasonable, just make sure i 16 sat bases 2 on each patch and mine from closest nodes first as they pop. you can even make up for this by harassing min line with this drone to stop their latching on, then watch their workers bounce around . . in most cases the player pulls nearly half of the mineral line to kill this drone . . so . . may need to be revised at top level but in this league this is quite a cute trick and helps a bit with hotkey and micro practice
just looking at this a bit further, the drone only makes about 50 a minute, hes gone 3 mins on taldarim if he scouts base last, still got my pool down at same time. so yeah, 6 drone scout and then you can do your normal build which in terms of playing i think is much the better choice cos us nubs need muscle memory and familiarity to improve our play, rather than doing a build we dont really do the having nothing line up and having to do too much thinking while playing.
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EU Statix.501 SEA Statix.501
Hm Statix, I hate to sound disparaging, but if your pool goes down at the same time whether you 6 drone scout or not you're definitely doing something wrong >.< 10 drone scout and 14/14 is perfectly normal against random.
as protoss, FFE and then:
if they are Protoss - Cannon rush
if they are Terran - 2 cannons and enough probes at nat to hold off an all in
if they are Zerg - play standard.
Similar to IrisAnother, against a random, I find that safe openers are the best bet.
I usually go for a standard opener with 2 or 3 gates all close by my nexus to reduce travelling time and get the few extra minerals.
Scout off the 9 pylon, and react from there depending on race. The 2nd pylon is best near your ramp in case you scout a rush so you can block the ramp easier.
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