|
On July 20 2010 10:01 skyR wrote: How does PT defend against PZ that goes cannons and lings on monlyth ridge? This map seems so imbalanced since the bottom left position is the only position that has its mineral lines exposed to cannons outside the base (and yes this is where I spawned as P).
I couldn't go kill the pylon with a zealot or lings would run into my base and my partner could not come help me due to the same reason. With an overlord giving the cannons sight of the mineral line. It was an immediate rage quit.
Again, if scouted this is easily defended, especially if they cannon rush the T. Let's say it's scouted around the time the first cannon is going up. The key here is to NOT freak out. It'll take the P to drop atleast cannon + pylon + another cannon to come within attacking range. Once he gets within range, lift up the CC and land at the natural. In the meantime, your P ally should send over a zealot to help stop the lings. With micro, 1 zealot + scvs can take on 8+ lings. With the second zealot, send it straight to opponent P's base. This will force the lings to pull back and defend or risk the P to simply die.
If they rush the P, as in your case, the key again is not to panic and overreact. It'll take some time before the cannons reach your base. Even let your buildings take a few hits before you need to do anything drastic. In the meantime you should:
1) Keep producing probes 2) Keep making zealots
and depending on the game you could 1) Counter attack (if he goes crazy on cannons, he won't have anything in base) 2) Expand (if the lings are held off well) 3) Drop forge for counter cannons (only work if you scouted it very, very early)
|
If you read anything I said, you would know that the overlord gave the cannon immediate access to the mineral line. Completely stopping mining on 4-6 mineral patches. Scouting it by the time the first cannon going up is already too late.
And yes it would have been easier to defend if T spawned in the unfair spot instead of me (P).
Forget the question of how to defend since I just raged from the first time going up against this cheese. Now that I know this can happen, I'll be scouting the south of my base all the time to avoid this from happening again -.-
|
I'm a gold league (in 2v2) protoss player who plays 2v2 randoms on the ladder.
I was wondering if someone could give me an effective rush build, especially one that works well against a 6/8 pool, which the majority of the zergs I encounter use. I've tried more standard builds, but as discussed in this thread, they do not seem optimal.
I've tried using a 4-warpgate build, but it is much too slow. Early pools destroy it, and the "payoff" from having 4 working warpgates tends to come much too late.
So, I'm looking for a protoss build that: 1) Is fast and will allow me to cheese wins (this is apparently the best strategy for 2v2, as discussed in this thread) 2) Works well against an early pool from zerg 3) Has a higher success rate than a cannon rush (which fails to an early pool)
|
|
Me and my partner had to deal with this a lot recently too. We had to deal with them by also going aggressive builds, that were only slightly less aggressive then them, and deal with the attack with control.
Scout early, see if you can kill scv's building the barracks, don't lose the probe. Put a pylon down next to the rax after they finish it to block a tech lab. This lets you go zeal, if they lift, keep the probe under the rax as long as possible, etc.
On August 07 2010 16:41 EvaristeGalois wrote: I'm a gold league (in 2v2) protoss player who plays 2v2 randoms on the ladder.
I was wondering if someone could give me an effective rush build, especially one that works well against a 6/8 pool, which the majority of the zergs I encounter use. I've tried more standard builds, but as discussed in this thread, they do not seem optimal.
I've tried using a 4-warpgate build, but it is much too slow. Early pools destroy it, and the "payoff" from having 4 working warpgates tends to come much too late.
So, I'm looking for a protoss build that: 1) Is fast and will allow me to cheese wins (this is apparently the best strategy for 2v2, as discussed in this thread) 2) Works well against an early pool from zerg 3) Has a higher success rate than a cannon rush (which fails to an early pool)
fast 2 gate chrono?
|
Depending on map, the whole point is who has the initiative. Best way to deal with reaper/lings is to do it yourself, at least partially. Have your ally fast reaper someone while you go blink stalkers. Wall your front with double pylon+gate vs zerglings and go straight for stalkers. But definately try and be the first to be aggressive.
Also I'd suggest you to have a read on this thread on SC2 Multiplayer I think it would help you win more games. Cheeers!
|
On July 20 2010 04:44 teamamerica wrote:I was about to write a whole explanation of what happened but I figured that there's no point. Double cheese in 2v2 targeting one person and its pretty much gg, at least for that one person. I don't get though, cause how is it exciting if you know you're going to win 90% of the time? I don't really see the point of a build that you never need to adapt to what your opponent does and just cheese - imho that's half the fun of playing other people. Why not just cheese computers then? /rant
indeed I just try to remember myself that those people that always cheese, can't really play a straight up game, don't know anything about builds and are just 1 trick horses. I mean its not like u learn anything from doing this .. u don't develop knowledge of the game, u don't develop any skills at all. ye a little bit of microing with 2 units .. but any retard can do that -_-
but still loosing to a double proxy reaper rush like me and my buddy had just now is just frustrating... its to overpowered tbh
|
i love rushes in 2v2, theyre the most exciting parts
u definately have to micro/macro to the core when you're rushing/defending in 2v2s cause you have more than yourself to worry about
i think a lot of people learn many of the game's mechanics through team games and go deeper in the 1v1s, to discredit someone's SC skills because of them rushing all the time is not fair
|
I always cheese in 2v2, never a big fan of it. I think 1v1 is the only official way to play sc2.
|
On July 19 2010 23:02 kar1181 wrote: ...If you have a zerg as your partner it's pretty much gg right there...
I really prefer to play zerg (1v1 and 2v2) but I'm starting to worry, is kar1181 right?
For 2v2 I play zerg with my brother (terran) and I have been having understandable trouble in trying to emulate great zerg players (Idra, Dimaga, etc.) 14pool/14gas (or basically anything after getting more than 10 drones) won't work because I find 10 (5x2) zealots in my base when I have my first batch of lings done. My bro is fine, since he can get a nice wall-off and has some MM behind it, so obviously the cheese ignores him and rushes into my base. (btw this is in separate bases, like arid wastes)
I have some ideas, and I plan to test these, but what are opinions on rushing to 3-5 roaches, to block ramp or just defend outright? 10pool and spine crawlers (before overlord)? Any kind of econ based zerglings?
I may just be trying to fit a square peg into a round hole, but I don't think it should be that way. Zerg should be able to do something besides 6/8pool.
|
|
|
|