Not sure why initial attack rushes are too strong for certain combos where you don’t get units out fast enough or champions quick enough to deal with the initial attack that happens in the exact amount of time it takes to build a pylon, a gateway, and one zealot, you’re attacked by 10-12 upgraded zealots or vultures? That makes 0 sense for some coop commanders that literally can’t deal with something like that early? Is this just ‘game developer is an idiot’? cause it feel woefully bad when you build the cheapest, fastest unit you can, and you’re attacked by an overpowered enemy army that’s 12x the size of yours? I mean, sure if you’re alarak you can one shot the entire map from the first 30 seconds, but not really useful for any one else that doesn’t have ways deal with early attacks? Is this bad game design? what’s happening here?
Which commanders can’t deal with early attacks? sounds like a skill issue.
And it’s so you can’t just mindlessly do a fast expand every game without a chance of being punished.
I think only rifts, shuttles, and void thrashing have extra early attack waves but all commanders have the tools to intercept them save for some prestiges. Keep in mind not all of them have the same tools to handle it though. Some are as easy as using a calldown while others require you to start army production early. I find letting your partner know that you’ll need help defending at the start mostly works.
All COs and prestiges are capable of dealing with first wave attacks. As mentioned, the tools can vary. Some COs and their prestiges will require you to deviant a nontrivial amount from your usual build orders in order to accommodate that. If you have specific examples, we could help out there too! I will bring up that some Swann players seem to not use his towers.
A couple of Flaming Betties trivializes 3 dozen Lings. So we’re talkng 150 minerals vs. 900+ minerals! If you fell behind on prereqs, note that Swann has a talent that lets you rapidly build structures. Pile on 4 to 8 SCVs to quickly get your Factory up, then another rush for FB at the entrance. Vs. other comps, you’ll want Billy Blasters since they have more range and do bonus damage vs. Armored tag (where applicable). If you build right up to the ramp, FB can still hit them because they need to get in range first (and tehy’re also burrowed). It’s vs. Viking and Reaper comps that sorta throws things in for a loop, but that’s manageable. If you need the minerals back, salvage those towers for a full refund.
Note that Rifts To Korhal on Brutal has attack wave showing up at 2:33, which way before most Hero units spawn (Tychus at 3, the rest like Nova, Kerrigan, Zagara, Alarak, Stetmann, and perhaps a few I’m missing at 4-minute mark). You’ll need to really be on your game with a plan in that case! Many others have them attack after 4 minutes, or just before (so at 3:45, find a way to stall for 15+ seconds like having lings run around). Or use Spine Crawlers.
I really don’t want to be rude in here, but that is literally skill issue.
I love that enemy can sometimes rush you really early so you can’t just “ungabunga hero unit go brainless brrr entire game”.
Scout enemy composition early, if it’s composition which you remember that rushes just prepare for it.
I know, rocket science.
Edit: Enemy doesn’t rush with 12 Zealots. Zealot attack doesn’t come as early as other units can and they come in 2 packs of 3…
So no, game dev is not an idiot - you are.
I didn’t want to go rude, but you started.