My tests show: pure rush can be resisted more or less by using half-tracks (tested with good players).Iluvalar wrote:The result is that if you build an extra research lab for something else then mg in the first 6 minutes, you are doomed.
Rushing player have speed advantage and can destroy oil derricks.
Starting with half-tracks give power module earlier, even if rusher killed half of your oil you still have good chances to recover.
Strategy(build order) with half-tracks is the same as rush-strategy except your first research is "engineering" instead of mg_upgrade.
Well. many things are dependent on map and skill of players. I tested rush strategy mostly on custom map. e.g. i think on start-up map rush is stronger than half-tracks.
I think you still need second lab at the end of your build order (even in pure rush)Iluvalar wrote:Note that i distinguish "pure" rush, from normal rush in which the player usually still care about a second research lab eventually.
(depends on number of oil, luck with oil drums, etc.)