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Problem: I enjoy playing 3x3 on NEO_Hunters (10 mineral patches) choosing random race. While im ok with p, my t and z are horrible. I just dont know what and when to build.
Q: So can someone post a BO or at least a unit composition for early-, mid-, lategame that is good all around in fighting all races? General tips will help as well.
Note: I'm at around 140 apm (90 eapm), my micro is pretty bad, im more like a macro player. Most people I play with are around 100 apm. So cheezy builds are executed quite often.
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Calgary25990 Posts
Try giving alphablend a PM.
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intrigue
Washington, D.C9934 Posts
i play a lot of 3v3s but i am not as experienced as some of the dedicated team players on this forum, so here's just what i've seen -
first, if you play with a group of friends, protoss/protoss/protoss teams are distinctly stronger than any other combination, though the combinations with two protosses (ppz/ppt) seem pretty viable. the reason for this is that terran is far too weak early game until he gets to marine/medic, while zergs lose their effectiveness quickly lategame, as lings become pretty ineffective later on. this might also be the reason you find your t and z to be bad.
protoss build orders are pretty straightforward and limited in team games, since your role as a protoss is to help defend your weaker teammates, and still be able to switch to aggression instantly. to achieve this you simply need a fuckload of units.
2gate zealots - first pylon at 8, gates at 11 and 13. constant probes, constant pylons, constant zealots - very basic. your spillover money after almost a group of zealots goes to more gateways, where you are still pumping zealots. coordinate with your team for who is getting dragoons or tech units after your get a sense of what the other team is doing, and make sure you are staggering your tech times so as to not have a sudden drop in your overall army.
3gate cutprobe zealots - first pylon at 8, gates at 10 and 12, third gate around 20ish supply. i've seen replays where this is done especially if a team wants to be aggressive early, like in a ppz team. i don't really know other uses for it but you lay down a third gate after your first two, and put all your money towards zealots instead of probes. you get a noticeably larger zealot army after only a few rounds of production.
the korean 3v3 replays i looked at rarely if ever had a protoss going one gate gas to goons, since every player was doing one of the two zealot builds. i'm not quite sure how much these build orders will help, since they're just so easy. 3v3 skill comes from having your mechanics down pat, working well with your teammates, knowing when to engage, where to counter, when to help/when your teammate can defend successfully, when to tech and when to expo.
i remember koolam, one of the famous bgh players, saying that at very high levels the micro of your first 3 zealots dictates the rest of the game. work on your mechanics!
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Braavos36387 Posts
fun build to do with your friends against PPP or PPX
is go ZZP and the Zergs dual 9 pool gas into muta while the toss goes 4 gate zealots
usually you can kill a P very early and harass the second P while your own P holds off the 3rd player on their team, whatever race
then you both get to muta and dual muta harass is the funnest thing ever
obviously this is harder and not as strong as traditional PPP but its not as boring
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On regular hunters I normally always play Terran, and depending on what i want to do, Ill either triple rax acad rush someone (I can usually kill a zerg, or put heavy pressure on them, or kill a terran that is teching, not very good vs toss unless you add some fbats vs his zlots), or i go 3 fact into expand (unless bgh, then i go 2 fact 2nd gas into 4 fact). 2 for vults, 1 for tanks, until I get expo up then I go into 6 fact and can effectively do alot of damage.
Really the big thing as opening with a terran is that you need an ally close, or to wall correctly and have a marine or two to deter small forces (2 zlots/couple zlings) until your metal is out. I myself have messed around with a 6 fact 1 addon for 4 fact gols 2 fact vults (you get about 225 gas per round of gols put out with 2 gas) and that was fun =P.
The big thing is you have to stay alive until you get to your metal to kick in and have a decent group moving out. On a few occasions I have gotten 6-10 vults and 4 tanks out fairly quickly and pushed out and locked one of my close enemies into his base with little trouble because he is still tier 1 toss with zlots/goons or tier 1 terran with mnm.
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On October 03 2007 07:54 Hot_Bid wrote: fun build to do with your friends against PPP or PPX
is go ZZP and the Zergs dual 9 pool gas into muta while the toss goes 4 gate zealots
usually you can kill a P very early and harass the second P while your own P holds off the 3rd player on their team, whatever race
then you both get to muta and dual muta harass is the funnest thing ever
obviously this is harder and not as strong as traditional PPP but its not as boring
holy shit i thought 3 gate zeal was borderline hardcore
4 gate zeal? that's so genius makes me cream my pants
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Oh yes 4 gate is clearly genius -_-
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Poeta
Peru278 Posts
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Aren't those all Protoss wars... xD (The nexus clan 3v3s i mean)
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Poeta
Peru278 Posts
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On October 03 2007 10:01 TheFoReveRwaR wrote: Oh yes 4 gate is clearly genius -_-
clearly not as good as the 12 gate rush
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I play hunters team games (all variants) fairly often, mostly using Zerg, and team partners I do not know (on battle.net).
In general, pumping units early on, contiunously, most often has the edge over teching, as you every now and then find a window of opportunity where you can go 3v1 vs. an opponent and deal serious damage before the other 2 opponents are able to react.
After my experience, Zerg is hardest in this type of game, as
a) on this map there is only little room for flanking, especially after early game when army sizes have grown b) it is nearly impossible to expo as expected from Zerg as the opponents are so close/not much room/so much pressure; it is rare to get more than one expo, depending on Hunters map variant that means 2 gas at most.
So therefore if you do not gain an edge up to midgame, it is mostly GG.
Therefore the build orders I execute, depending on opponent races/locations are: 12 pool speedlings 12 hatch (at main) 11 pool then 2 sunks, lings (if opponent not rushing) 9 pool before OL speedlings 5 pool (vs. other Zerg doing 9 or 12 pool, using offensive sunks in support).
Team support (close distance to TP) is usually needed to get away with a 12 hatch (at natural) 11 pool into fast lurks or muta (if you can defend, which is hard, it is worth it though).
In any case good ling micro, ling speed is a prerequisite to any success IMO.
2v2 is much easier for Zerg (more room), and BO's vary more. Most conservative BO's here seem 12 pool into expo 12 hatch (at main) 11 pool or, again with good TP pressure (or opponent teching), 12 hatch (at expo) 11 pool.
In general all builds with faster units than 12 pool are very suscepitble to failure, as if your rush fails (depends much on TP) your weak eco will often not be able to defend the counter.
Hope to have helped
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Aotearoa39261 Posts
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it all depends on various factors, first of all u got to choose a race, then see what race ur friends are and scout to see what races ur opponents have chosen, then u can think about a bo.
really hard to say an exact bo if u don't tell which races ur team uses and vs what combination of races u play against. : PPP
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Damn I wish I had translated my newbie (its kinda basic and I'm not "THAT" good) guide to english. Wrote one for my friends so I could have more fun playing teamgames with them. Ohwell.
All versions of hunters have 10mineral, just not neo. Atleast normal hunters and all I normally play on have 10 patches.
For zerg you go 9pool unless you are in a team with two terrans, then you go 12 pool. A rough buildorder for 9pool is: 9drones,spawningpool,drone,extractor,overlord,drone,one set of lings,drones into extractor to 100gas (104) upgrade lingspeed and set drones to minerals. Start removing drones from the extractor att 88 for the best timing. The drones enter the extractor when it's done and lingspeed is started as soon as you get the min/gas for it. Pump lings until you get 300min then build a 2nd hatch, continue pumping until you get another 300min build 3drones and 3rd hatchery. You might want to add a sunken after your first set of lings. Depends on position.
You should not tech until there is no way you can damage your opponent with only speedlings.
Strongest non PPP 3v3 combo is imo ZZT. Had a couple of really cool reps with a clan (think it was T.3) beating good PPP teams with that combo. Sadly I've lost them. Dont really have a 100% terranbuild but 2rax + bunker is pretty standard and 3rax no acad -->fact is a funny build. Dont really think you should go for fact if you dont play with a team and have that as a planned strat since it usually mean that you or your teammates get killed before you can do anything. Vults are strong but slightly overrated to M&M. Also you sometimes have to adapt alot to low level hunters play that is really common if you play public since you often encounter people playing 1:1 strat and style. It is easy to beat if you and your friends play together and have normal hunters builds but if all players do 1:1 openings and you alone goes a normal build you'll most likely get killed.
EDIT:You dont scout unless you are at 11/12 or 9/6 with no ally. You really need the worker for mining so look and go back. If you are zerg you scout with ovvie so thats nothing to worrie about. Oh and fly overlords to your non zerg allys main if someone goes DT. Kinda basic but worth mentioning.
EDIT2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=12842 Good thread about 2v2 where FreeZEternal covers tosswar/protoss builds.
Also anyone know a active tosswar replay site? Asiaclan.net has been down for a loong time now.
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