[H] 4v4 Protoss Builds
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Dyslexia
United States11 Posts
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Perfi
Poland349 Posts
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Soulthirsty
France4 Posts
My build on 4v4 are very dependent on position (are we all alone, or grouped together), and the ability to a player next me to build a wall. Sometime i wall to protect me and a zerg, and i explicitly ask him to focus on making units. Some plans that use to work: . If your initial scouting probe is not detected, it worth trying a pylon rush, but you have to warn your mates. (And pylon rush does not work well on terrans). . When i'm really alone, i build a strong wall, even with let say 2 pylons. I focus on the idea that if i survive the first rushes, my protoss units can be very usefull in mid and late game. . When i'm grouped with a zerg only on an island, i offer to wall us both, but ask him to make some units fast. . Blinking stalkers are indeed a very nice unit for early/mid game. But i tend to lose when i forgot to tech further. . When i focus on ground units, i build 2 forges, in order to upgrade attack and defense in parallel. . A good stack of DT (10?) can really win a match .. or do absolutely no effect (terran scan with siege tanks around). I use it as an optional move, only when i have a good advance in gas. The few things that does not work: . Insisting on pylon rush. It often just buy some time, and allows your teammates to finish the job. . Tech upgrade before extending. Your units need a lot of gas, and a second base is really mandatory before launching a mass production. . As a group, being denied extensions is a slow but efficient way to lose. If opponents are tying this, you might need to secure extensions, one by one. | ||
Dyslexia
United States11 Posts
One thing though, what are your thoughts on building cannons around your mineral line vs ling / reaper rush instead of a quick stalker? | ||
Morayfire73
United States298 Posts
Quick stalker is better then cannons in the mineral line, as having stalkers allows you to attack if needed, and protect your entire base instead of just your mineral line. But versus early lings, zealots are much better then stalkers or cannons. | ||
VonLego
United States519 Posts
Fast blink, throw up a robo bay when you have a comfortable amount of stalkers and work from there. Once in a rare while you'll want a lot of zealots, in which case you should pick up charge or forever have the slowest army in the world. | ||
Dyslexia
United States11 Posts
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xbankx
703 Posts
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Telperion
Romania39 Posts
> One would be to have shared control and to ask your allies to send any extra units to a specific rally point from which you can take them and go ahead attacking. This should clearly let you pack a much more effective and devastating punch o whoever you're attacking. This way you're not taking away your allies attention from what they're doing. > Second option is to ask at least one more ally to come and assist with his army. Again, reasons are obvious - strength in numbers! But as you say that sometimes they won't come help, you can try... > Third option is for you to build at the start more gateways/warpgates than usual and ask your allies to send as much resources as possible as fast as possible. This way you'll be able to mass produce units at a much faster pace than usual, or to reinforce faster an attack. The same as the first option, should reduce the pressure on your allies by not being forced to micro armies. Also I strongly suggest you and your buddies to read this section on SC2 Multiplayer It might help improve your gameplay a little. | ||
Telperion
Romania39 Posts
before any combat you should try and charge them up on something - rocks, critters, buildings, etc. - charged-up VR's opening fire are simply devastating | ||
Petshop
Canada73 Posts
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